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Inner sanctuary is such an awesome spell. It has made inferno act 2 SO much more bearable.
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| # ? May 28, 2012 04:59 |
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| # ? May 19, 2013 02:07 |
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To be blunt, if it's not on the list, it doesn't work. So no, no Sweeping Wind
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| # ? May 28, 2012 05:35 |
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So does anyone have a nice level 60 weapon they'd like to donate to the "comper stops getting raped by trash in act 2" fund? Haha. I don't get how you guys already have millions of gold. I'm at like 180k.
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| # ? May 28, 2012 05:35 |
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I'm a bit confused. I have an amulet which gives me +85 dex (+30 with gem making a total of 115 dex). I'm replacing it with another amulet which gives +175 dex. But my DPS drops considerably. I thought dex would shoot my DPS up? Which is what I've been doing since level 1?
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| # ? May 28, 2012 05:51 |
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If your 85 dex amulet has +damage or +% attack speed, those matter a great deal to your DPS as well.
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| # ? May 28, 2012 05:52 |
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I'm stuck at the Butcher(Inferno).. I'm thinking its more me missing some crtiical action to do near the end of the fight than my build because i've pretty much tried all the builds. I've swapped equipment too going back and fortth from 10.4k dps with 20k life to 9.2 k dps and 27k life. I 've got like 500 ish resists .... I could take that up to 540 but lose 1500 life and 300 dps... I've been trying all the spell combos... what happends is i'm doing fine surviving and I get him down (if i don't have a mind freeze that time or a bad random fire spawn pattern) to 20% health then suddenly he seeems to do a 1-2 punch on me and splat im dead when I've been dealing with his blows fine all along. I've fought him like 40 times over the last 3 days.. got him to 20% or less maybe 12 times.. with that happening more frequently as a percentage over the last 20 fights with better gear and spells... still I think i'm doing something wrong against thim that isn't gear orientated... is there a place i need to stand when a certain animation comes up? can I wait something out ?
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| # ? May 28, 2012 07:41 |
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There's an exploit if you hide in the way bottom of the room the fire won't damage you, but it doesn't sound like that's the problem if it's his direct attacks that are killing you. I can usually tank him just fine with this build. 27k life and 500 resists sound fine, I wouldn't go as low as 20k. Just make sure to heal yourself enough (like with my build I have 2 heals and potions) so that you never go below like half life. His attacks shouldn't be doing enough damage to kill you in 2 hits if you're not already low on life. edit: i guess you can also use knockbacks/blind light to interrupt certain attacks. IIRC he telegraphs pretty hard. Xandu fucked around with this message at May 28, 2012 around 07:52 |
| # ? May 28, 2012 07:48 |
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Mantra of evasion is pretty nice for the butcher because all his moves are very very obvious and it's easy to pop the three second buff well before his strikes land, for each and every strike. I did the butcher with about: 24k hp 9500 dps 400 resist +60% attack speed 850 life on hit I say it just about every post but Life On Hit with a fast weapon(s) and fast attacks is a great cushion for almost any fight. Lets you use all your heals for emergencies instead of periodic top offs.
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| # ? May 28, 2012 07:59 |
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Butcher's pretty easy. You just need serenity, one of the single target spirit generators, seven-sided strike (with cooldown rune), heal, and whatever else you want. I'd take sweeping winds because it's free DPS. Whenever he does his hard hitting attack just use seven-sided strike to dodge it so you don't have to stop attacking. Keep serenity for unlucky fire if possible. I think most people die from the fire because their DPS isn't high enough. 10k DPS should be just right just never stop hitting him if possible. He's cake for me now, with 13k HP, 1000 resist, 12k DPS and ~7000 armor.
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| # ? May 28, 2012 08:04 |
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Yeah the only thing I can think of is that you might have low armor or something? I've had zero issues with killing the Butcher and I only have like 21,000hp, 420 resists and ~7000 armor with MoE/Hard Target (7800 with the Enchantress but I've cleared him multiple times without her). My damage is pretty good (15000 base before any buffs), but that doesn't seem to be your problem since you aren't hitting his enrage or anything. I don't think there is anything particularly exotic about my Act 1 farming build that would explain having such differing experiences.
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| # ? May 28, 2012 08:32 |
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Shadaez posted:He's cake for me now, with 13k HP, 1000 resist, 12k DPS and ~7000 armor. How are you doing in inferno with those stats? I was thinking about building in a similar way with extreme low vit and high mitigation but I wasn't sure how viable it was in later acts.
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| # ? May 28, 2012 08:35 |
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How much Aspd do you inferno guys go for/how important is it? I am building a nice set for my monk using my DH and all that's really left is the gloves, however I am having a hard time finding ones with ASPD plus decent dex/resists, does it give enough benefit to say gently caress it and ignore it? I only have around 30% aspd in the set so far (chest and amulet) but it does seem like it would be very nice with life on hit stuff. Speaking of life on hit does it make up for the lack of the heal on spirit spent passive? I was thinking of dropping that for the 25% damage reducer one but it can be so handy when I am getting beat on by a ton of stuff and get healed when I pop evasion mantra in addition to the dodge bonus.
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| # ? May 28, 2012 08:41 |
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Bruc posted:How much Aspd do you inferno guys go for/how important is it? I am building a nice set for my monk using my DH and all that's really left is the gloves, however I am having a hard time finding ones with ASPD plus decent dex/resists, does it give enough benefit to say gently caress it and ignore it? I only have around 30% aspd in the set so far (chest and amulet) but it does seem like it would be very nice with life on hit stuff. My 749 life on hit at 1.82 attack speed is doing much more for me than Transcendence was with 39k HP, I'm going back to Resolve. This is with Fists of Thunder/Thunderclap.
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| # ? May 28, 2012 08:51 |
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Thanks for the tips.. i've swapped out some spells and was using them effectively enoughg but the same problem.. I was hoping to report back with a victory but he keeps killing me at the end.. the last few times its been due to the entire floor turning to fired when I've got him down on the ropes. Is it a dps race I'm losing ? .. it didnt' feel that much longer these times than the others but I was making more mistakes in the others as the area without fired became less and less and I wouldn't have anywhere to move.. I spend so much time moving out of the fire once i've got him down to 305 than I'm only attacking half of the time if that from there on in. Shadaez posted:Butcher's pretty easy. You just need serenity, one of the single target spirit generators, seven-sided strike (with cooldown rune), heal, and whatever else you want. I'd take sweeping winds because it's free DPS. Whenever he does his hard hitting attack just use seven-sided strike to dodge it so you don't have to stop attacking. Keep serenity for unlucky fire if possible. I think most people die from the fire because their DPS isn't high enough. 10k DPS should be just right just never stop hitting him if possible. He's cake for me now, with 13k HP, 1000 resist, 12k DPS and ~7000 armor. Wow those are some stats. I only have 4236 armor (1206 dex, 26375 life, 9985 dps 515 resists with wiggle room if i want with similar qualtity but different pieces) Is there a time and do I just need to find a way to kill him quicker? (edit.. I really haven't had this problem with other bosses ... I mean i've done a few along the way maybe 3 or 4 times tops ... only took me twice for diablo hell etc.. I've fought this bloody buther 50 times now.... he's not hard .. until im suddenly dead lol) Sundance22 fucked around with this message at May 28, 2012 around 08:56 |
| # ? May 28, 2012 08:53 |
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Virtue posted:How are you doing in inferno with those stats? I was thinking about building in a similar way with extreme low vit and high mitigation but I wasn't sure how viable it was in later acts. Act 1 is a joke, if I die it's because I'm careless or stuck behind something with arcane beams everywhere. Or I'm standing in fire. I've just got into Act 2, feels exactly like when I began Act 1, which is really cool. I'm planning on doubling my life which will double my effective HP. Lower health and high damage reduction is the way to go, and people will figure it out eventually. You can get the same effective HP with less real HP - so each health point healed is doing more work. I've been trying to get more amethyst for a better life on hit gem, but that part of the AH is down so I have to trade people. I have like 40 squares that I'm considering just turning into flawless squares, at this point.
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| # ? May 28, 2012 09:01 |
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Sundance22 posted:Thanks for the tips.. i've swapped out some spells and was using them effectively enoughg but the same problem.. Yeah, if you take too long (more than 3 minutes IIRC) to kill him he enrages by having the entire floor catch fire. You have to focus on damaging him more than outlasting him.
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| # ? May 28, 2012 09:11 |
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YouAreCorrect posted:Inner sanctuary is such an awesome spell. It has made inferno act 2 SO much more bearable. Care to elaborate? I never really used it and I'm interested in hearing how other people are using all the stuff I overlooked in inferno.
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| # ? May 28, 2012 09:45 |
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For those running the huge life on hit builds, are you sacrificing weapon dps for it or just spending millions on weapons that have both high dps and life on hit? Right now I have some cheap 800dps weapon but a lot of the affordable life on hit weapons are around 600dps. I'm able to farm Act1 Inferno easily without dying but Act2 is impossible for me right now. These are my stats with only passives on. ![]() I'm sure I can improve my Dex some more but like I said, I've been focused on trying to get a better weapon. I just don't know if I should go for more dps or try the life on hit thing.
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| # ? May 28, 2012 09:56 |
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I just finished Ghom on Inferno solo and god drat is that a terrible fight as a monk. Here are my stats + skills used for that fight in case anyone finds it useful (I don't know if anyone does ):![]() e: Had earth ally at the time of taking this screenshot. Actual health is 29,264. http://us.battle.net/d3/en/calculat...XgjQ!YUZ!Zcbaca As a monk, the fight consists of kiting Ghom for a very very long time slowly doing damage with deadly reach. Eventually (15 minutes later), you whittle down his 8.7 million or so health down to zero. You should never really have spirit regen problems on this fight so try to always have your ally up. Don't take sweeping wind or any primary attack that isn't deadly reach. His poison hits a ton and unless you're well geared (unlike me That build that I linked is a specialized build for Ghom only and it is not what I use in normal inferno. Normally, I use this. SOLO http://us.battle.net/d3/en/calculat...Xgjh!YUZ!ccbaba Can swap Air Ally for Sweeping Winds with Blade Storm rune. With my Demon Hunter partner http://us.battle.net/d3/en/calculat...Xgfh!YUX!ccbaZa Depending on situation you can swap the mantra for Mantra of Conviction with Overawe but almost always use Mantra of Evasion. Note that in both builds, One With Everything and Transcendence both become mandatory in Act 3 Inferno but you have a choice between taking Seize the Initiative and Resolve. If you're in a party and you're tanking, I'd advise you to take vortex. It is awesome. Note that these builds are all based on what works for me and what works for you might be different. Differentiate from these builds to succeed! Hra Mormo posted:Care to elaborate? I never really used it and I'm interested in hearing how other people are using all the stuff I overlooked in inferno. Good for escaping as you can Sanctuary a chokepoint and enemies can't chase (except teleporters). Good for fighting moltens since it'll be more difficult for them to get the fire trail on you while Sanctaury is active. Good for waiting on other cooldowns as many enemies are unable to reach you. Lastly, good in parties since you can do the previously mentioned chokepoint blocking while your ranged teammates smash their enemies.
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| # ? May 28, 2012 09:56 |
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LGD posted:Yeah, if you take too long (more than 3 minutes IIRC) to kill him he enrages by having the entire floor catch fire. You have to focus on damaging him more than outlasting him. Finally got TheButcher after the 64th time (didn't count exactly but it was over 50 for sure.. must have been 14since my post 3 hours ago Can't be patient and kite and only attack when opportunities are best like almost all the other fights conditioned me to do ---- - for nimrods like myself who might come along and have a similar problem: I needed to add another spirit generator attack to button 4 so I could be clicking full speed and alternate between that and the mouse.. between moving and gettting slower at clicking after a while into a fight that actuallly helped me to spam my main attacks without any lost time. Also.. while i was at it I put in conbination strice as a passive. Read the recomendations of others above .. I noticeds blazing wrath s boost in damage from that healing spell. I ditched some of my resistance and put on some blues with loads of dexterity and got my DPS upt to 11.5 k .. I had it in other attempts at 10.9 k keeping the full resistance but that had me dieng with him at 5% left not 20%.. (still too far) (took dps from mid 9.3 or 9.9 up to 11.5 k ... took resistances from 500-540 ish way down to 390ish... life eneded up at 27k because my left over Hell gear had lots of dex but also vitality) Moment of truth will be to do it again and see if it was just a fluke.. don't feel like resetting the quest till i get through ActI though.. Cheers all
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| # ? May 28, 2012 10:46 |
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The Butcher is a pretty easy fight if you learn his moves. It sounds like you just aren't fighting him correctly. The only time you shouldn't be pounding on him is during his big charge, or if the floor is about to be on fire and serenity is on cooldown. You can set 1 spirit generator, and 1 spender, hold down m1, and just hit your spender or other skill when you need to without letting up on m1. If you're in melee range, and there are no ranged targets, he only has a couple moves. One is a knockback and a big red wave thing, run out of the way as he is about to charge. The other is sort of a windup/hopping thing. Just move about 90 degrees around him (to the side). The rest of the time you should be holding your attack button down, and using anything you have that increases damage. With serenity at 4 seconds, you can use that to stay in during a floor fire, otherwise run out. When at range, you shouldn't run straight away from him, but at an angle. This is to avoid his scorpion style meathook.
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| # ? May 28, 2012 12:48 |
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ZypherIM posted:The Butcher is a pretty easy fight if you learn his moves. It sounds like you just aren't fighting him correctly. I agree with this. The Butcher's moves are pretty easy to see coming so by just watching him you can avoid almost all of his damage. 1. He hops up and down - This means hes going to do a big overhead attack. Simply moving to the side will avoid this entirely. 2. A straight line of red waves - This shows his charging path, again moving quickly to the side will allow you to avoid this attack. 3. He points his cleaver to a target - After this he throws out his grappling hook that pulls you in. Moving to the side avoids it again. If you get grabbed by this, it stuns you for 1sec and usually allows him to get a big hit on you. So, if you do get grabbed its a good idea to hit Serenity before he can hit you. 4. He also has a fan type attack but I'm not sure if its telegraphed. It doesnt do much damage anyways. Other than that, just avoid the fire and constantly be attacking. http://us.battle.net/d3/en/calculat...gXjQ!YXU!ZZabcc That's the build I use for Inferno Act 1 and I never get close to dying unless I'm being careless. Hope that helps you out
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| # ? May 28, 2012 13:42 |
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Honestly the Butcher fight is trivialized by Dashing Strike. Any time you see him doing any animation that isn't a normal attack, just Dash to him and you'll end up behind him out of the way of whatever special he's doing.
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| # ? May 28, 2012 13:49 |
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I just finished nightmare mode with my monk, and am wondering if I'm in good enough shape to proceed onto Hell, or if I should farm act 3-4 NM some more. I'm sitting at ~2k dps and 9k hp, 2.3k armor unbuffed. Diablo was a pretty big challenge for me in nightmare, and my rings/amulet are kind of terrible. My current build is this, which got me through act 4, but I change it around pretty frequently.
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| # ? May 28, 2012 14:17 |
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One thing that I stupidly forgot that has really made Inferno much easier; equip your companion to the loving teeth. I've been using the Enchantress with nothing but crowd control skills slotted and the difference is night and day with survivability.
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| # ? May 28, 2012 14:36 |
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Gryphon posted:For those running the huge life on hit builds, are you sacrificing weapon dps for it or just spending millions on weapons that have both high dps and life on hit? I'm using one of those 600dps weapons with nearly 900 life on hit and a 25% chance to add a 1000-1800 bleed on dudes and I'm doing pretty good in Act II. That said, I often have elites enrage on me, though that doesn't seem to matter most of the time since I can actually power through it with life on hit. Basically, life on hit is really, really strong. (But having 6k or so dps with blazing wrath up is still awful.)
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| # ? May 28, 2012 16:21 |
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I'm currently dualwielding my way through Inferno, and it works much better than I expected. I use One With Everything and fire res at about 350, The passive that gets you dodge for dualwielding, Mantra of Evasion with the Armor rune, and Crippling Strike with Concussion. I have about 13000 DPS and everything dies as fast as on Normal/Nightmare, but from what I've read I'm not really looking forward to act 2.
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| # ? May 28, 2012 17:04 |
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Here's my build so far, we've cleared act 2 (normally play as a group, though sometimes I solo) with monk, barb, DH, wizard or DH/DH depending on who our 4th is. Soloing is alittle sluggish and I kind of hate it, but as a group we're generally okay. We killed Belial last night after several attempts that Tropical Storm Beryl managed to screw up. ![]() Here's my build: http://us.battle.net/d3/en/calculat...XgYQ!ZUX!ZZZYac I switch between dual wielding and sword/shield, though I prefer dual wielding (more life on hit, more damage, etc) and I switch to deadly reach sometimes too, but I love the attack speed slow on crippling wave. Act 2 sucks rear end in a top hat, but I'll probably be farming it for the next week until I start to look at act 3.
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| # ? May 28, 2012 17:12 |
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Schurik posted:I'm currently dualwielding my way through Inferno, and it works much better than I expected. I use One With Everything and fire res at about 350, The passive that gets you dodge for dualwielding, Mantra of Evasion with the Armor rune, and Crippling Strike with Concussion. I have about 13000 DPS and everything dies as fast as on Normal/Nightmare, but from what I've read I'm not really looking forward to act 2. I am kinda tempted to try this, I'd be losing a ton of armor/resistance but gaining a bunch of dps and life on hit... might be worth it. I really hate every fight taking as long as it does in act II. I would suggest you switch your spirit generator to Deadly Reach with Keen Eye. The armor is always up while you're in combat and is actually pretty significant.
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| # ? May 28, 2012 17:14 |
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GatewayOfLastResort posted:I am kinda tempted to try this, I'd be losing a ton of armor/resistance but gaining a bunch of dps and life on hit... might be worth it. I really hate every fight taking as long as it does in act II. I would suggest you switch your spirit generator to Deadly Reach with Keen Eye. The armor is always up while you're in combat and is actually pretty significant. I would, it's just that I *really* don't like Deadly Reach, the way it feels and stuff. Dunno, maybe I should give it another shot. All the other generators damage mobs behind you though, which is pretty significant if you're rolling with Essence Burn on Exploding Palm. I'm always amazed at people who can play without Dashing Strike. It's probably the most essential skill the Monk has, for me at least.
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| # ? May 28, 2012 17:27 |
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Schurik posted:I would, it's just that I *really* don't like Deadly Reach, the way it feels and stuff. Dunno, maybe I should give it another shot. All the other generators damage mobs behind you though, which is pretty significant if you're rolling with Essence Burn on Exploding Palm. Yeah, screw it, I don't really like deadly reach either. Gonna try Crippling Wave with Concussion and dual wielding and see how it goes.
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| # ? May 28, 2012 17:33 |
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Schurik posted:I would, it's just that I *really* don't like Deadly Reach, the way it feels and stuff. Dunno, maybe I should give it another shot. All the other generators damage mobs behind you though, which is pretty significant if you're rolling with Essence Burn on Exploding Palm. Deadly Reach + Dashing Strike is actually a good way to get around Reach's limitations. You herd the monsters together and Dash to one on the outside, it turns you around and now you are hitting the whole pack with your Deadly Reach. When Reach gives 50% armor I cant find a good reason to use anything else. With that up my resists and armor absorb% are both >70.
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| # ? May 28, 2012 18:10 |
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jisforjosh posted:One thing that I stupidly forgot that has really made Inferno much easier; equip your companion to the loving teeth. I've been using the Enchantress with nothing but crowd control skills slotted and the difference is night and day with survivability. What sort of quipment works for companions, I've been thinking of just stacking them with Magic find as they do virtually no damage. Is vit wroth it?
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| # ? May 28, 2012 18:37 |
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Disargeria posted:Stack resists. This is good advice! Just one caveat: this applies to armor versus resists, after any modifications you have. Buffs can change the math. So, for example, my Hell character has 3397 armor and 134 resistance. Those resists are terrible, so each point of resist is better than each ten points of armor. In fact, a point of resist is worth about fifteen armor. However, I'm also using the Enchantress Powered Armor buff and Mantra of Evasion > Hard Target. That increases my armor by 15% + 20% = 35% (yes, it's additive). So every ten armor I get is worth 13.5 armor, which is still worse. (If it's 10 armor from DEX via STI, though, the extra dodge will close the gap.) However, I'm also using Deadly Reach > Keen Eye, which tacks on another 50% for +85% armor. That's enough to close the gap; as long as Keen Eye is up, ten armor is better than 1 resist. Likewise, if you're using Mantra of Healing > Time of Need, every resist is worth 20% more. That said, you can get 140 resist all from the same item (two affixes) as a Monk. You're not going to get 1400 armor from two affixes. Resist items provide a lot more bang for the item slot. So the best strategy still ends up being "stack resists". Additionally, that drat succubus curse will reduce your armor by 50%, which decreases the value of each point further. (Meanwhile, Wizards and Witch Doctors... take 1 point of damage for every mana they spend. Yup.)
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| # ? May 28, 2012 18:38 |
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Schurik posted:I would, it's just that I *really* don't like Deadly Reach, the way it feels and stuff. Dunno, maybe I should give it another shot. All the other generators damage mobs behind you though, which is pretty significant if you're rolling with Essence Burn on Exploding Palm. I used it until I got into Hell, and I just stopped. I switch between blind/cyclone strike (depending on the fight) but maybe I'll give it a shot. I feel like my 3 hotkey isn't always the most useful and definitely flexible for me. I also agree, Deadly Reach feels awkward. I like the keen eye rune and the range on it, but it has a horrible aoe cone and it's terrible for attacking groups and lifestealing your way back to full.
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| # ? May 28, 2012 18:47 |
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Can someone please explain Damage Range vs DPS? It's fine having a high DPS wep, but if the range is, say, 50-100 Damage and 105DPS versus a slower weapon with, say, 80-105 Damage and 105DPS, do we still take the faster wep with the same DPS? I'd love to see a breakdown of some sort similar to the stat priority, maybe like: Duel Wield High DPS, close damage range > 2h High DPS close damage range > Duel Wield High DPS, far damage range > 2h DPS far damage range > 1h DPS + shield > 1h dps + wet fish I have no idea if the above even makes sense, I just need someone smarter than me to make sense of the math and tell me what I should be looking for. spud fucked around with this message at May 28, 2012 around 19:14 |
| # ? May 28, 2012 19:02 |
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parthenocarpy posted:The Overawe rune for conviction probably needs to be nerfed or removed. I run with another monk who keeps Blazing Wrath + Blade Storm runes up at all times, while I use the Infused with Light rune on my Breath of Heaven, Inner rune on Sweeping Wind, and the usual high spirit primary and passives. With that much spirit coming in, I can always keep Overawe's bonus up, meaning the other monk is getting +63% damage as long as he keeps his Blazing Wrath up. We both use Cyclone Strike and group dozens of enemies together, which he promptly shuts down with single Wave of Light / Wall of Light rune. Interestingly enough Overawe was specifically mentioned in this recent post from Bliz about upcoming patches at http://us.battle.net/d3/en/blog/6018173 quote:Regarding the changes to Lingering Fog, Boon of Protection, and Force Armor: we determined these skills were simply more powerful than they should be, and we felt their impact on class balance and how each class was perceived warranted hotfixes as soon as we were able. However, we don't want you to be worried that a hotfix nerf is lurking around the corner every day. If a skill is strong, but isn't really breaking the game, we want you to have your fun. Part of the enjoyment of Diablo is finding those super-strong builds, and we want players to be excited to use something they discovered that feels overpowered. A good example of this is the monk Overawe rune, which many players have identified as being quite good. We agree it's good, but we don't think it's so far out of line that we're going to swoop in and hotfix it out of existence. I've been using Overawe, too. Everything just dies so much faster.
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| # ? May 28, 2012 19:09 |
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I use Overawe as my sole spirit dump. Pretty sure having near 100% uptime on it and attacking solely with spirit generators is more damage than using any of the finishers. In a group, there's no question at all.
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| # ? May 28, 2012 19:13 |
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I've been doing some rudimentary comparisons between stacking dodge and stacking armor. Stacking dodge can be visually satisfying, especially when you dodge really powerful attacks, but I've found that it leaves you too weak to things like fire chains and molten. Is it better to prioritize protection over dodge?
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| # ? May 28, 2012 19:21 |
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| # ? May 19, 2013 02:07 |
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Node posted:I've been doing some rudimentary comparisons between stacking dodge and stacking armor. Stacking dodge can be visually satisfying, especially when you dodge really powerful attacks, but I've found that it leaves you too weak to things like fire chains and molten. Almost always, yes. You can't dodge every attack, but you can reduce the damage every attack does. Like has been said many times, stack resists followed by armor, you'll see the biggest returns on that most certainly.
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| # ? May 28, 2012 19:43 |

























