Viper7 0 Posted December 15, 2009 Share Posted December 15, 2009 (edited) [Note] This information is based on original Sacred 2 and thus may be inaccurate in terms of Ice and Blood expansion, Community patch and Enhanced Edition. Introduction This guide is made to help new and old Sacred 2 players to understand how to build a good Temple guardian. Like with any build there are a lot of preferences and opinions about skills and combat arts. However I will try to provide as much info from the both sides of the coin for both skills and combat arts. I am not a native English speaker so this guide will most likely have plenty of grammar errors and possibly typos. Feel free to point these out and I might fix them. By the time writing this guide I have build up to 8 Temple guardians (more than half of them were scrapped before reaching level 50 and plenty of them are experimental.). Probably the most successful one is the Paladin build I made a guide for which is currently around level 87. I have little to no experience on Sacred 2 HC (Playing on Ps3 and got platinum trophy recently) and I have little to no experience on Niob difficulty so much of the later game experience has been gained from more experienced Temple Guardian players like Zinho, Llama8 and Vaclaf. Also thanks to tapir for providing valuable test information about shield recharge modification and showing of his effective Source warden build. Mods are free to add info, correct typos/grammar and modify this guide as they see fit. Also making this sticky might lessen the amount of same questions asked over and over again in this board. This text is free to use/copy by any1 as its only here to help people understand this exotic class/race Quick Find (Ctrl + f) - Guide Contents [CG01] Weaknesses [CG02] Strengths [CG03] Attributes [CG04] Skills [CG05] Melee based Temple guardians (DG - DG/Shadow Warrior) [CG06] Magic based Temple guardians (DG/Shadow Warrior, DG/LF, DG/Shadow Warrior/LF) [CG07] About Skill levels and masteries [CG08] Some Temple guardian basics [CG09] Aspects and combat arts [CG09][1] Aspects and combat arts - Devout guardian [CG09][2] Aspects and combat arts - Source warden [CG09][3] Aspects and combat arts - Lost fusion Weaknesses [CG01] Temple guardian is probably by far the hardest class in Sacred 2 to build. Temple guardian suffers from plenty of handicaps compared to many other classes and many make some more or less bad choices with its skills and combat art modifications which will further increase the difficulty of the game. 1 hand only If you have not yet noticed, one of temple guardians arm is a weapon itself. Most players who have never played Temple Guardian or just went trough the first 15 levels (trophy/achievement) probably don't know that it has around 4 forms. - Battle extension passive: Increases the number of double hits) - Dedicated blow passive: increases chance to hit - Arm cannon: a ranged weapon. These useful features remove the possibility of Dual wielding, use of 2 handed weapons and shield. So every Temple Guardian will have to make do with one weapon/staff only. Low HP and Armor Temple guardian starts off with rather low HP and armor values, this makes building up exotic less melee based temple guardians rather tough on lower levels. Low armor and HP are usualy countered with T-Energy shroud (energy shield), warding energy lore and Armor lore. More about: how to improve the defensive part of your Temple Guardian later in the guide. Arm cannon Arm cannon damage and element is based on the equipped battery, The damage and attack speed can further be increased trough increasing the attribute that increases the weapon damage (most swords/hammers use strength, some light once use dexterity) Ranged weapon lore does not improve the damage or attack speed but the lore of equipped weapon does. Arm cannon cannot be used with ranged weapon (if you don't count lost fusion skills as use of arm cannon.) High cool downs on some of the combat arts Temple Guardian has plenty of combat arts for different purposes but especially source warden combat arts suffer from high cooldowns. With cooldown I don’t mean regeneration time but additional penalty that is added to regeneration which cannot be reduced which is usually around 10-30s. So even with 0.1 regeneration time you will still need to wait additional number of seconds for the combat art to be usable. Restrictions on hybrids This probably is one of the rules in sacred in general. But as many have made this mistake including myself ill say it again. YOU CANNOT BE A MAGE AND A WARRIOR AT THE SAME TIME. Within the 200 levels the game will give you a lot of skill points to master most if not all your skills, but most of those are gained on levels 100-200. The Amount of experience needed increases by every level and the amount of experience gained increases by difficulty and gear. So if your character can’t handle Platinum before level 70 or Niob around level 100 you’ll be in for some really tedious leveling. Not to mention the level of mobs increase along with your character so if your character is weak at level 80 he might as well be weak at level 90 as well. Pick Melee or Magic. Do not take this too literally however, many source warden Combat Art’s may be used as debuffs instead of Area of Effect damage and you only need to increase Combat Art level to increase the effect. Strengths [CG02] To even things out, Temple guardian has plenty of strengths that make it a viable class for different purposes. Team player There’s no healer or buffer like Temple guardian. Combat arts like combat alert, Charged grid, fiery ember, Icy evanescence and jolting touch can greatly help team. Combat alert with right modifications can increase damage, attack and defense and give a nice reflect with correct modifications. Charged grid may be modded to become a Area of Effect skill that heals every team member in the whole screen including yourself. Fiery ember and Icy evanescence can be modded to slow down enemies and either increase teams resistance against fire/ice attacks or decrease the elemental resistance of enemies. The Best Area of Effect damage dealer in the whole game Yes High Elfs can do pretty nice Area of Effect damage with some of their skills, but Source warden based Temple Guardian build can deal nice high DoT Area of Effect damage to the whole screen (possibly even larger area). The duration increases by every Combat Art level and these can be casted in chain to destroy even the more powerful enemies. Utility character like no other Only Temple Guardian is able to pick all 3 bargaining, blacksmith and enchanted perception. Get a good utility Temple Guardian and you'll be able to support all your characters with a single character. (note: Ice and blood all skills modifications might make this a lot less effective) (Console gamers note: Blacksmith doesn't work on Ps3/X360) Boss killer Maybe not as good as BFG seraphim, but with jolting touch and deadly spears Temple Guardian can take out most of the bosses without breaking any real problems. (Console gamers note: the bug on jolting touch modification! – Self repair heals enemies) Attributes [CG03] Strength This attribute is only important for Temple guardians looking to deal massive amounts of melee damage. It also provides some additional attack(accuracy). As damage and accuracy can be gained from different means, strength is advisable for builds that focus almost purely to melee. Stamina The most important attribute for temple guardian, you can really never have enough of it. It will reduce the regeneration times of all combat arts and as most of the combat arts only gain damage or effectiveness from levels. Ignore this only if your aiming for a very exotic build. Dexterity Not very useful, however if your looking to increase both your attack and defence ratings and your happy with your other stats this might do the trick. Vitality Useful only if your building a Temple Guardian that doesn’t use 100% absorption warding energy shield at any point of the game. With insane amount of shield energy fully absorbing the taken damage it makes having HP or health regeneration rather useless. Intelligence Not as useful as Stamina, it increases the spell base damage by 0,1% and increases the chance to deal max spell damage. But as Temple Guardian only has no min-max damage on his magic based combat arts it makes this attribute a bit useless. Consider intelligence only if you are happy with your current stamina level and want to increase the base damage of your spells a bit. Willpower Although the game doesn't mention it, it increases the overall shield power. This is very useful as most of the shield energy is gained by using shield energy + x% item modifiers and warding energy increases also increases shield energy by certain %. It also increases the magical resistance and resistance against status aliments. Skills [CG04] There are plenty of skill’s that temple guardian can use, and as there is sacred wiki I will not fully describe the skills here. However ill go trough some basic skills important for certain kinds of Temple Guardian’s and some additional skills that might be useful for Temple Guardian. As there are really only 2 kinds of Temple Guardian ill use them as example. (*)optional (has some benefits but not a must have skill, all utility skills are classified as optional skills so I wont be discussing them in this guide.) Melee based Temple Guardian: Devout guardian or devout guardian + source warden hybrid. [CG05] Melee based Temple Guardian usually uses sword or a blunt weapon to deal massive amount of hurt to the enemies. It also focuses mainly on devout guardian aspect and tries to make use of Battle extension, dedicated blow, deadly spears and combat alert. Melee based Temple Guardian might want to get additional combat arts from source warden aspect but they should instead of trying to make the skills do damage they should focus on untouchable force, modding Area of Effect Combat Art’s to debuffs/healing. Devout guardian focus – A must have skill for all Temple Guardian’s because of T-energy shroud Armor lore – more armor + lower regeneration penalties Warding energy lore – More shield energy Weapon lore – Attack accuracy and attack speed Tactics lore – your melee damage will be poor without this Source warden focus and lore(*) – Focus for debuffs, take lore only if you want additional healing Concentration(*) – 2 buffs T-energy shroud + Untouchable force Toughness(*) – more armor and mitigation(damage reduced by %) Constitution(*) – More hp and faster regeneration (don't use 100% absorption warding energy with this 80% or 90% might be good) Combat discipline(*) – combat art damage + less regeneration note: combat discipline decreases regeneration times of Combat Art’s in a combo, combo can contain a single Combat Art so use the Combat Art in a combo instead Combat Art itself to reduce the regeneration times. Spell based Temple Guardian: Source warden and lost fusion [CG06] Spell may be a bit awkward word for Temple Guardian combat arts, but it is used to describe the fact that your weapon damage has no effect on your combat art damage. All lost fusion and source warden damages are strictly based on - level of your combat art - Modifications of your combat art - Level of combat discipline - Lost fusion lore (if LF Combat Art) or Source warden lore (if Shadow Warrior Combat Art) - Intelligence - +x% or +x element(ice/fire/magic) damage - +x% damage(affects all damage melee and magic) Using staff doesn't increase your spell damage, but item modifier in the wand might. Using staff/weapon that decreases regeneration, increases casting speed, is very useful. Temple Guardian’s focusing fully on source warden or LF combat arts use the weapon only for its item modifiers so it really doesn't matter if your wielding a lollipop as long as it has good item modifiers benefitting your spells/Combat Art’s. Spell intensity is useless for Temple guardian, because temple guardian Combat Art’s have a single damage value meaning that all spell based Combat Art’s do the same min and max damage (example: 100-100 min-max). Spell intensity increases the chance to deal max damage but as the Min damage = max damage there's no real use for it. Devout guardian focus – A must have skill for all Temple Guardian’s because of T-energy shroud Armor lore – more armor + lower regeneration penalties Warding energy lore – More shield energy Source warden or Lost fusion Lore - decreases casting speed and increases the max damage by % Source warden focus or Lost fusion focus – decreases regeneration times and increases the max level without penalty. Combat discipline – increases Combat Art damage and decreases regeneration times of Combat Art’s in a combo Toughness(*) – Extra armor and mitigation help to sustain the shield Tactics lore(*) – Increase the damage of deadly spears Combat reflexes(*) – more evasion. Constitution(*) – in case your shield drops you'll have a better chance to survive or if you aren't using 100% warding energy might be useful for some builds Damage lore(*) – Increased chance to apply status effects. About Skill levels and masteries [CG07] As I said before, spreading skills to openly may severely handicap your character. Here are few reasons why. Mastery, when skill reaches level 75 (with hard points (toughness is exception)) you will unlock new bonus or increase the effect of the skill. Skill mastery may also unlock specific bonuses on certain weapons and gear. Armor lore opens mitigation properties on armors etc. Focusing on specific skill, may give you great benefits. If you keep a skill close or even to your character level (highest possible without all skills item modifiers), the items marked with "modified by *skill name*" will get better bonuses. Having high armor lore may give you higher mitigation x% if the item tells the values are modified by these bonuses. So spreading points too openly will not only affect your character but also his ability to use certain kind of gear. Some Temple guardian basics [CG08] T-energy shroud This is a main buff of every respectable Temple Guardian build, without it you will suffer heavy damage and if you have not invested your hp and armor you might even die. Shield has very confusing values so let me clarify them a bit. Firstly T-energy shroud is a energy shield almost identical to the one Seraphim has, however it starts with basic 60% absorption warding energy value. This means that the shield takes 60% of the damage shown above your character. So even if 100 damage shows above your characters head, your hp will only suffer 40 points of damage. If the shield goes off you will take 100% of the damage. This is very important to understand when playing Temple Guardian as you might feel safe taking only 40% of the damage but as soon as shield goes off your hp will be depleting way more rapidly. Absorption warding energy can be increased to 100% by item modifiers making shield take all the damage. Many counter the low hp of Temple Guardian by increasing their Absorption warding energy to 100% and getting their shield power to insane levels (sometimes even at levels of 100,000! think about enemies having to deal over 100k damage to even touch your hp! Not to mention that the shield regenerates outside battle.) Warding energy lore DOES NOT INCREASE ABSORPTION WARDING ENERGY (at least not directly). Instead it increases shield energy by a hefty amount while also increasing shield Block warding energy (more like shield “thickness”) that reduces the damage by fixed amount shown in the T-energy shroud info. Warding energy lore also affects strength of the item modifiers and possibly unlocks some additional modifiers to boost absorption and shield energy values. Recharge modification, in battle recharge amount increases by increasing Tactics lore skill level. However the amount is not really enough to compensate the mitigation gained from reduce. (No need to start a char over tough if you already have it, having reduce helps but picking recharge instead doesn't break your build.) Passive Battle extension Battle extension is a passive skill that you activate by a) activating the Combat Art attack or b) activating it while doing another Combat Art attack like deadly spears, combat alert etc. You know that the battle extension is active if you see that your arm cannon has turned in to a claw and your Temple Guardian has a tentacle growing from his back. Passive battle extension disappears every time you activate another Combat Art, so to keep it active be sure to activate it every time you cast combat alert or something similar. NOTE: Mods do not affect the passive battle extension (or so I have read) Combat alert Combat alert increases your attack accuracy and ability to defend against enemy hits. It also increases the Melee damage Temple Guardian deals (by ½ the value of attack/defence boost (if attack +100% damage = +50%). Very useful for melee Temple Guardian to get some additional damage. Combat alert can also be modded to provide melee reflect which makes even the weakest Temple Guardian’s nearly invulnerable to melee hits (maybe not at lower levels but around level 80 character level it may offer over 80% chance to reflect melee damage!) Learn to cast this skill at the beginning of combat and try to achieve Duration > regeneration time to gain near invulnerability against melee attacks. When attack is reflected it is also completely nullified, meaning you will take no damage. Aspects and combat arts: [CG09] Note most of these are based on preferences, feel free to explore your own modifications and adapt them to your own play style. These are mainly to warn people about possible mistakes on how a certain modification works and if its is as good as the tool tip says. Recharge for example sounds way more useful than it actually is. Devout guardian [CG09][1] Devout guardian aspect is mainly melee based, but it has plenty of good combat arts to use with builds focusing Source warden or Lost fusion. Best Combat Art's to mod first: T-energy shroud and Combat alert. Combat Alert – Battle Aura Combat art that can be turned in to a buff with the last modification. However before turning in to a buff think it trough clearly as it will halve all its values including reflect and damage. Not to mention that combat alert can achieve a point where its duration is longer than time needed for regeneration. In most chases party protection is better choice but there are few exceptions like the Lost utility build invented by Vaclaf. Bronze: Barricade is usually the more viable option as Temple Guardian gets pretty good attack accuracy trough Battle extension(BE) and weapon lore. Silver: Healing or near immortality? Riposte is the way to go Gold: aside from few builds party protection or neither is the way to go. Battle Extension The Combat Art attack is rather poor, but the passive bonus that this offers is great for all melee Temple Guardian’s. Be sure to get this as fast as possible with T-energy shroud as it helps with dealing damage on lower levels. I usually take all the double hit modifiers as more hits usually defeats small damage boost and critical hits. Mods do not effect the battle extension when using it as passive. Bronze: Both are fine Silver: Impairment as the higher the regeneration for this skill the better Gold: Both are fine Dedicated blow Not as good as battle extension as passive (except maybe when fighting mobs with high elemental resistance to your attack.) However the Combat Art attack deals some heavy damage when it hits. This with character that has high melee damage may deal serious damage to any opponent with a single hit. Bronze: If combat alert has reflect its more viable to not stun enemies so they can kill themselves. So Transformation. Silver: Intent as many prefer to have their DB with high damage. Gold: Enforce as inflicting wounds is unnecessary compared to damage boost. Deathly spears Generates a ring of spikes around the Temple Guardian that damage everything around you. The amount of rings depends on the level and last modification of your deadly spears. Clarification to the amount of rings: only 1 ring activates at the time so deadly spears basically damages like this: 1st ring spikes - 1 second wait - 2nd ring spikes - 1 second wait - 3rd ring of spikes. Great Combat Art to activate when fighting bosses as the rings will continue to damage the boss for a long time after casting it. Not to mention a single ring of spikes may hit the opponent for multiple times making it really deadly with high damage. Bronze: Gore but not for the increased damage, knock back if you're want to keep enemies away when using ranged weapon. Silver: which you prefer (note the fire and magic status aliments) Gold: Jab = extra ring of spikes! T-Energy shroud This is a must have for all Temple Guardian builds. see section T-energy shroud in Temple guardian basics section for more info. Bronze: Both are good, Derogate damages everything around you by fixed amount. The damage can be increased trough levelling T-energy shroud, x% magic damage, combat discipline and tactics lore. Silver: Reduction as the combat recharge value is way too low to even compare with the amount of damage reduction the reduction mod offers. (in battle recharge =/= out of battle recharge) Gold: Both are good but for magic reflect pick Reflection. Source Warden [CG09][2] Primal mutation Mainly used to reduce target’s attributes as deadly spears is often more viable “spell” to deal damage even as source warden focused build. Bronze: both are fine Silver: Helpless Gold: Helpless Fiery Ember Area of Effect Spell with very good range, however as the Combat Art spawns multiple volcanos to the field to damage mobs. However if the mob gets away from the volcanos range it wont be damaged any longer. Best to gather around a lot of mobs around the player and cast this to damage them while they are hitting you. Low base damage can be increased trough leveling the skill and the methods described in Spell based Temple Guardian section. Melee Temple Guardian might use this to slow enemy attack speed and and increase/reduce Ice/fire resistance. Mods heavily affected by build, increase damage if you want to use it as offensive Area of Effect spell. Conservation is also a better choice as lower regeneration means a lot higher spell level and duration. Icy Evanescence Identical skill to Fiery ember but instead does Ice damage and rather than slowing down enemy attack speed it can be modded to slow down enemy running speed. Charged grid Area of Effect Skill that does magic damage and also heal team members including the caster. This skill can be modded to either deal damage or heal team members. Its advice to choose one instead of mixing the choices to gain the max benefit. Healing and damage are greatly affected by source warden lore. mods: healing or damage. Longevity is better choice for gold modification to counter the heavy cool down. Untouchable force (Buff) Firstly, this skill sounds a lot better than it actually is. The 0,2 pulse frequency doesn't mean that it hits every 0,2s. It means that it hits every 5 seconds. 0,2*5=1! As once every 5 seconds is not much many prefer to use it to pulse de-buffs to mobs. Bronze: Both are good but with good level combat alert stun might slow down the speed on which enemies kill themselves. But it might save your life as well. Silver: Same as above many prefer calm Gold: Crumble as combat alert doesn't reflect projectiles. Lost Fusion [CG09][3] If you think your truly hardcore Sacred2 player, Lost fusion based Temple Guardian is for you. Not only is this the hardest aspect to use efficiently it is probably weakest aspect in the game (aside from jolting touch skill). Most of the skills are ranged and only hit few opponents at the time. Furious Emblazer and Archimedes beam both bind the player to its spot when activated making them sometimes even rather dangerous to use. Battery damage and weapon damage do nothing to increase lost fusion Combat Art damage as they are considered as “spells”. The damage of Lost fusion Combat Art’s can be increased by increasing the level of combat art, Lost fusion lore, intelligence, combat discipline, damage +x%, element of Combat Art +x% Amplifying Discharge Shoots a small orb that hits and bounces from enemy to another. Best to use with small regeneration time and fast casting speed. Bronze: Ricochet – hits maximum of 3 opponents Silver: Ricochet – hits maximum of 4 opponents Gold: both are good Furious Emblazer A flamethrower, which hits multiple opponents in front of Temple Guardian. Rather hard to use as you can’t move while using it and enemies tend to move away from it. Easier to use when using special mount. Bronze: Both are good Silver: Incapacitate, as we want to kill the mobs since game only rewards experience and loot from kills no? Gold: Both are good Jolting touch Probably the most useful Lost fusion Combat Art and many take lost fusion focus just to improve this Combat Art. It binds the opponents while damaging them. This alone isn't so good but the modifications like payback, self repair and shelter make it possible for Temple Guardian to become invulnerable or nearly invulnerable while they are using this skill against the enemy. Very effective against bosses as they cant really do anything while your binding them down and slowly killing them off by repeating deadly spears and jolting touch. Bronze: Payback since reflect is very effective against pretty much everything, console gamers might consider life leech as silver mod Self repair is bugged. Silver: Pc: Self repair console gamers: Voltage Gold: Shelter: this with high mitigation gear = 100% damage resistance. Archimedes Beam Locks on to an enemy and shoots a powerful beam that does DoT for a while. It has slight Area of Effect element as everything the beam touches it damages. But as enemies tend to spread the Area of Effect effect is just slight extra. useful against escaping enemies and does decent damage overall. Mod as you see fit, but consider leaving this as last Combat Art in lost fusion because of its very limited usefulness. Build guides [CG10] Fully tested (niob cleared) Temple Guardian Utility Fusion Build - "Dwarf in my left arm" (HARDCORE!) Alpha D.O.G. a NON-utility Temple Guardian Well tested level 75+ Source warden Temple Guardian Temple Guardian - Combat Support build - "Paladin" Other Purity Warden Build Dreadnaught and Centurion Builds Theoretical Maximum damage build The Muttronic, A Guide to the Swiss Army Knife of Ancaria Temple Guardian guides in DarkMatters forum Seen a good Temple Guardian build guide or want to promote your own (preferably good) build guide? Ill be happy to add it to the list. Edited September 17 by Viper7 Fixed typos, added note about inaccuracies with more recent versions Link to comment
Viper7 0 Posted December 15, 2009 Author Share Posted December 15, 2009 ::reserved:: Posted this here too as asked by gogoblender. It might have some grammar errors and typos etc as I am no native English speaker, and I tend to write things down pretty fast so might miss a thing or 2. Any questions or information you'd like to see in the guide, just post it here or at the official sacred 2 forums: http://forum.sacredeng.ascaron-net.com/sho...ead.php?t=67358 Ill try to answer all things I know or have at least a hunch so feel free to ask/add/correct. Link to comment
Spunky 16 Posted December 15, 2009 Share Posted December 15, 2009 (edited) Magnificent Temple Guardian info here Viper Good that you bringed it over from SIF so the members here also can read it. EDIT: ah sorry for taking your resevered spot there, maybe a admin can change it... Edited December 15, 2009 by Schot Fixed! ~Schot :) Link to comment
Viper7 0 Posted December 15, 2009 Author Share Posted December 15, 2009 (edited) Does this forum software even have edit feature? one is pretty important for forums such as this. Imo there should be no time limit for edits as it only makes building and improving this kinds of threads a bit troublesome if mod needs to edit everything to the text. Seems there's a time limit for edits, hopefully admin of these forums will remove it or Ill just have to repost the guide if I make any major changes. Edited December 15, 2009 by Viper7 Link to comment
gogoblender 3,307 Posted December 15, 2009 Share Posted December 15, 2009 Viper thank you for bringing the guide here! We are constantly having to work with edit times here...but I`ve updated edits now, you should be able to go back into your guide. gogo Link to comment
Dragon Brother 620 Posted December 15, 2009 Share Posted December 15, 2009 That's a nice read, very useful for someone who's never played a temple guardian before Link to comment
Numerii 1 Posted December 16, 2009 Share Posted December 16, 2009 That's a nice read, very useful for someone who's never played a temple guardian before Link to comment
Viper7 0 Posted December 18, 2009 Author Share Posted December 18, 2009 (edited) That's a nice read, very useful for someone who's never played a temple guardian before Well it should at least help people get started. Too bad my highest level character is around 87 atm and haven't yet explored niob at all so can't really tell anything about it. Same goes with Barter skill which only on of my characters posses (and hes way too low in levels to be of any use for my Temple Guardian :/) So any additional info about these are of course welcome. [Edit] Added some improvements to the guide. Including quick find and some extra builds Edited January 16, 2010 by Viper7 Link to comment
Rndm 1 Posted May 18, 2010 Share Posted May 18, 2010 I'm new to TGs and have found this guide to be extremely useful, thanks! One thing I'd ask though, for a melee build TG is it worth replacing combat discipline with lost fusion lore/focus (for jolting touch mods-just wondering if the mitigation/reflection/CA recharge reduction might outweigh the damage & CA reduction of combat discipline)? Link to comment
Popular Post gasconron 11 Posted February 1, 2014 Popular Post Share Posted February 1, 2014 Wow... I started trying to understand TG by going directly into the guides, when I should've read these first from the basics. Could've spent me hours in testing how to make a non-utility TG, which is pretty much the most popular way to use the dude. Very informative read. 2 Link to comment
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