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Elite Warrior Spec: The Enforcer (pistol) ...finally added traits


RiyazGuerra.9203

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THE ENFORCER ELITE SPECIALIZATION...I. Features of the elite specialization

A. The elite spec allows for wielding a pistol in both mainhand and offhand

B. Mainhand skills are primarily power-based, offhand are primarily condition-based.

C. For each hand, each set of pistol skills must have one skill that is spammable, ie very short cooldown, that will serve as a primary ranged dps skill. This will allow for builds which are primarily power centered that can wield the pistol on the mainhand and say an axe in the offhand, and condition builds which can wield the one-handed sword in the mainhand and a pistol in the offhand.

D. The elite skill allows for the temporary availability of traps and wells enabling players to increase the maximum number of options available to every build loadout. This elite does not replace primary weapon skills and healing (skill slots 1-6) and serves to complement, not interrupt, gameplay.

E. The traps and wells available to this elite spec will allow for maximum flexibility for the player to assume multiple roles at the same time....II. What the elite spec cannot do.

A. Compared to rifle, the pistol cannot do more direct damage dps.

B. Pistol burst dps cannot exceed rifle's Killshot.

C. Pistol range must be lower than rifle.

D. Compared to longbow, any pistol fire aoe must have a smaller radius than the longbow's burst, Combustive Shot.

E. Excel at boon-stripping in any way comparable to Spellbreaker.

F. Excel at directed condition damage in a way comparable to Berserker. The enforcer's damage output can rival and exceed the Berserker's through the sum of its direct and indirect condition damage, achieved through careful planning, patience and readiness to exploit opportunities....III. The weapon skills

Mainhand Pistol

Skill 1: Oppressive ShotFirst shot: Fire a shot at your target.Second shot: Fire a shot at your target, if it hits apply vulnerability to foe.Third shot: Higher damage than first shot and +25% chance to crit. If target has vulnerability, +10 crit damage.

Skill 2: Cluster BombFire a cluster bomb at a target area. After a 3 second delay or if a foe is in the target area , the bomb will detonate and damage a maximum of 3 nearby foes and apply cripple.

Skill 3: Smoke ShotDetonates a smoke field at a target area. Allies in target area are granted stealth, foes are blinded...Offhand Pistol

Skill 4: Hollow Point BulletFirst shot: Fire a shot at your target. Applies bleeding to target.Second shot: Higher damage than first shot and applies burning.Third shot: Fires a shot with +25% chance to crit. If the shot crits, there is a small explosion at the target and burning and torment is applied to all foes in target radius.

Skill 5: Electric NetFires an electrified net that cripples the target. For the duration of the net, target is revealed. If any burst skill lands on a netted target, the net detonates and target and all nearby foes suffer shocking damage and are stunned for 1 second....IV. Burst skills

F1 Burst: Ruinous Shot: The utilization is to supply some power-based, unblockable damage as well as mitigate damage output from target and provide an opportunity to supply damage enhancing boons to the source.Fires an unblockable, high velocity shot that applies weakness. If target has vulnerability, applies might to source. If target has vulnerability and crippled, applies slow to target. If target has vulnerability and bleeding, also gives fury to source.

F2 Burst: Chaos Shell: The utilization for this burst is to cash out on the conditions you are stacking on the target by adding adfitional stacks of conditions and exploiting the target to spread conditions to their allies.Fires a shot that dazes target and does +20% damage to barriers.If target is burning, the shell explodes and forms a flame well at the target location that causes burning to all who stand on the well.If target is bleeding, the shell explodes and applies bleeding to all foes in the blast radius.If target has weakness, the shell explodes and knocks down all foes in the blast radius.If target is netted (pistol skill 5), the shell explodes and triggers a blast of chain lightning that hits 3 adjacent foes....V. Elite skills (yes, you get several options, but you can only equip one)

Subterfuge (player choice): This elite will swap out your last 4 skills (keys 7, 8, 9, 0) for traps / wells for a brief period. The traps and wells it will provide are the same traps and wells that will be available to the spec that can be individually equipped (skill slots 7-9) with the exception of skill slot 0 (the elite skill slot), which will only be accessible to the player by choosing the specific elite variation.

A. Subterfuge: PanicSlot 7: Escape Plan: this well provides stealth to allies and cripple to foes.

Slot 8: Fear Trap: this trap pulses fear and vulnerability to foes.

Slot 9: Indecision: this trap pulses weakness and slow to foes.

Slot 0: The Hail/Fail Mary: this trap applies a single packet of damage to each foe who crosses the target area. This damage packet is a random, direct damage value that ranges from 1000 to 10000...B. Subterfuge: PoliticsSlot 7: Oppo Research: this trap will strip boons from foes.

Slot 8: Jingoism: this well pulses vigor, might, fury, aegis and swiftness to allies.

Slot 9: Misdirection: this kit spawns 5 gyros which orbit the player. Half of the damage directed toward the player character or allies are absorbed by the gyros.

Slot 0: Party Unity: this well pulses healing, regeneration, protection, resistance and stability to allies...C. Subterfuge: ParanoiaSlot 7: Blockade: creates a section of floor that cannot be crossed by foes or penetrated by projectiles.

Slot 8: Surveillance Drone: launches a stealthed gyro that patrols a predefined circular path and reports any relevant information on foes (species, class) it encounters via the minimap.

Slot 9: Thief Alarm: this trap will not only reveal any stealthed foes, it will attach an audible and visual alarm and apply vulnerability and cripple on revealed foes.

Slot 0: Decoy Golem 3000: this kit will spawn a fast moving golem with a large pool of hitpoints and a high toughness attribute. Default golem behavior includes utilizing taunt on foes, using a vacuum burst to pull enemy players, clones, summons, minions, shades, etc. towards the golem which it will then attack. A 'golem mechanic bar', a UI akin to that used for ranger pets, appears with 4 commands

Attack My Target (F3): command your golem to attack your current target.Guard Me (F4): instructs golem to attack foes you are attacking or are attacking you.Protect All Allies (F5): instructs golem to orbit you and attack any enemy that is attacking you or your allies.Take One for the Team (F6): instructs golem to detonate itself, damaging all enemies in its radius. The golem will then fall face-first to the ground and its body will temporarily serve as a barrier to any enemy marks, wells, and traps hazardous to the player or their allies...D. Subterfuge: PandemoniumSlot 7: Affliction Trap: pulses bleeding and poison on foes.

Slot 8: Chaos Trap: pulses confusion and torment on foes.

Slot 9: Ember Trap: pulses burning and immobilize on foes.

Slot 0: Airship Beacon: this trap signals a Pact Airship to fire a searing beam of light on the target area. Foes in the area are blinded, suffer burning damage and knocked down...E. Subterfuge: Jack of All TradesSlot 7: Indecision: this trap pulses weakness and slow to foes.

Slot 8: Jingoism: this well pulses vigor, might, fury, aegis and swiftness to allies.

Slot 9: Thief Alarm: this trap will not only reveal any stealthed foes, it will attach an audible and visual alarm and apply vulnerability and cripple on revealed foes.

Slot 0: Enhanced Ember Trap: pulses burning and immobilize on foes. Any foes that die in the Enhanced Ember Trap spawn an Ember Elemental that follows the player. There is a rare chance to spawn a Fire Djinn instead of an Ember Elemental....IV. Traits

A. Adept Minor: PistolierAllows the warrior to equip pistols in both hands...B. Adept Major

Option 1: Revitalizing TrapperFor every trap you place the remaining cooldown on your heal skill (skill 6) is reduced by 3 seconds.Whenever you or your allies stand over a trap you place you are healed.Your healing is increased by 200.

Optiion 2: Vigorous TrapperEvery time an enemy triggers one of your traps, you regain 25 endurance and your opponent loses 10 endurance.If you are critted, you are granted vigor for 10 seconds.

Option 3: Armored TrapperEvery time an enemy triggers one of your traps, you gain a stacking toughness effect called 'Hard Body' that remains active while you are in combat. Max stacks: 10. While you have 10 stacks of Hard Body you periodically gain Aegis.Your toughness is increased by 150....C. Master Minor: Trap ChuckerTraps no longer need to be exclusively placed at the player position, you can toss all traps, wells and kits.Range: 500..D. Master Major

Option 1: Pistol CustomizerAllows for limited customization of pistol skill. Selecting this train add 4 new skill added to the right of your burst skills. The following are 'Pistol Customizing Skills'F3: Mainhand: PowerF4: Offhand: PowerF5: Mainhand: ConditionF6: Offhand: ConditionOf course skills F3 and F5 are mutually exclusive, as is F4 and F6.By default, F3 and F6 are active. You do not need pistols equipped in both hands, BUT, should you equip a pistol in either hand, the skills which will fill your skill bar will be determined by the Pistol Customizing Skills.

Here are all the possible combinations and their effects on the weapon skillbar and burst skills if pistols are equipped in both the mainhand and offhand.a. F3 and F6 (Power:Condition)Skill 1: Oppressive shotSkill 2: Cluster bombSkill 3: Smoke shotSkill 4: Hollow point bulletSkill 5: Electric netBurst F1: Ruinous shotBurst F2: Chaos shellThis is the default setup and he has been described in Section III: The skills.

b. F5 and F4 (Condition:Power)Skill 1: Hollow point bulletSkill 2: Electric netSkill 3: Smoke shotSkill 4: Oppressive shotSkill 5: Cluster bombBurst F1: Chaos shellBurst F2: Ruinous shot

The next 2 combinations deal with duplicate skills in unique ways. Skill 4, which would have been a duplicate of Skill 1, is changed to a new skill. Skill 5, which is a duplicate of Skill 2, remains the same with respect to what it does, but is on a separate cooldown timer...so it is feasible to immediately use Skill 5 after using Skill 2. Secondly, Burst Skill F2 is changed to a different skill, while Burst F1 is determined by the mainhand. Note: These skill and burst changes only occur when two pistols are equipped at the same time!

c. F3 and F4 (Power:Power)Skill 1: Oppressive shotSkill 2: Cluster bomb 1Skill 3: Smoke shotSkill 4: Tiny nuke (new): Fires a powerful, close range single shell. If target foe health is greater than 75% or less than 25%, damage is increased by 50%. Damage is further increased by current adrenaline level. Note: activation does not consume any adrenaline.Skill 5: Cluster bomb 2Burst F1: Ruinous shotBurst F2: Holographic barricade (new): A stationary holographic barricade is summoned for 10 seconds. The player can use the barricade for cover against projectiles and still fire projectiles through it. HP of barricade: 30,000.

d. F5 and F6 (Condition:Condition)Skill 1: Hollow point bulletSkill 2: Electric net 1Skill 3: Smoke shotSkill 4: Boon scrambler (new): fires a shot at a target which converts one boon into a random condition. If target is afflicted with 2 or more conditions, a stack of poison is applied. If a target is afflicted with 4 or more conditions, they receive the 'Fatal Altruism' effect (effects cannot be cleansed). The number of stacks of Fatal Altruism equals the number of unique conditions on target. Any conditions cleansed from a target results in the target player character taking direct damage x number of stacks Fatal Altruism. If the cleansing source is a third party, they take double the damage.Skill 5: Electric net 2Burst F1: Chaos shellBurst F2: Holographic barricade (new)

Option 2: Trap TricksterYou can prematurely trigger traps or wells you have placed, leaving behind a teleportation beacon whose duration equals the remaining cooldown on the activated trap. Clicking on the teleportation beacon on the trap will cause you to teleport to that teleportation beacon's location.

Option 3: Crawling TrapsYou can now place traps and wells while moving. Traps or wells you place while staying still are stationary. Traps and wells you place while moving any direction will slowly move in the opposite direction at the point of placement, ie. if you place a trap while moving backwards the trap moves forward. Traps and wells you place while dodging move in a clockwise circular motion at the point of placement....E. Grandmaster Minor: Trapping ProficiencyWhen a foe or ally triggers one of your traps or wells, you gain a stacking effect called 'Trapping Proficiency' that increases your Power and Condition damage by 50. Max stack: 10, duration 15 seconds, timer refreshes when another trap or well is triggered. At 10 stacks, you gain 15 seconds of fury...F. Grandmaster Major

Option 1: Trapper ExtraordinaireAll trap and well cooldowns are reduced by 33%. All offensive traps or wells do an increased 33% damage on disabled foes (stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear). All support traps or wells heal for an extra 33%, boons given to allies are 33% longer in duration. The radius of all traps and wells are increased by 33%. If the player uses a burst skill while under the effect of Trapper Proficiency, the effect is consumed and all placed offensive traps emit a vacuum pull on foes within 500 range.

Option 2: Resource GyroA Resource Gyro shadows the player. The Resource Gyro has three LEDs, red, yellow and white. When the player consumes all their adrenaline, the Resource Gyro's red LED will darken and supply the player with 10 strikes of adrenaline (enough to full one bar). When the player consume all their endurance, the Resource Gyro's yellow LED will darken and supply the player with 50 endurance (enough for one dodge). When the player loses all health, the Resource Gyro's white LED will darken and prevent the player from getting downed and supply 5000 health (healing attribute provides increased healing). In addition to the aforementioned healing, if the Resource Gyro has an unused red or yellow LED available, it will provide Barrier, 25% max health barrier for one LED (red or yellow), 50% max health barrier for two LEDs (red and yellow). Upon consuming an LED, it will require 60 seconds for the Resource Gyro to recharge the LED. If the player uses a burst skill while under the effect of Trapper Proficiency, the effect is consumed and the Resource Gyro will knockback the target, taunt, and attack using its minigun. The Resource Gyro has a large pool of HP, 100,000 and is immune to control effects. If it is destroyed, a new Resource Gyro respawns at the player's side in 60 seconds.

Option 3: Master PistolierAll pistol skills do 20% increased damage, and condition duration is increased by 20%. Pistol skill cooldown is reduced by 25%. Pistol range is increased from 900 to 1100. When you swap to a pistol during combat, the weapon swap cooldown is reduced to 5 seconds (normal is 10 seconds). If the player uses a burst skill while under the effect of Trapper Proficiency, the effect is consumed and is replaced by a new effect 'Bullet Time', where your target is afflicted with Slow for 10 seconds, you receive Quickness for 10 seconds, and you receive Alacrity for 7 seconds....Okay there you have it, I am quite pleased with the build possibilities the traits provide. Hope you guys like it, any concerns or comments please feel free to chime in!

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I back the idea of warrior getting pistol, just i can not get behind traps... it encourages some really cheesey play. Would also be borked with rune of the trapper in WvW and PvP (that rune was a mistake... anet please remove it)

What warrior needs with pistol, is a true form of support, if we look historically. A pistol was used by a commander to inspire moral and to boost the effectiveness of their team/others around them.

Imagine a pistol on warrior which does some damage but also provides huge boosts to those around when you use a skill (like fire a shot into the air to inspire all around, give Fury Alacrity and quickness.) or provide effects like marking a target to take more damage (different from vuln).

But 100% back the idea of a 1h pistol, warrior lacks a 1 handed ranged weapon and is massivly needed to effectivly play a support warrior role.

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@Lan Deathrider.5910 said:Before people come in and say pistol can't be support. Imagine an American Civil War battlefield officer with a saber in one hand and a pistol in the other directing his soldiers in combat.

It definitely can be a support.But how it is designed in this suggested elite spec here, it isn't. It is a damage weapon with an added smoke field.

It is also copying a bit too much from engineer for my taste.Sure, they can create a warrior elite spec with some engineer thematics. Elite specs are supposed to replace class fusions, like spellbreaker was their vision of a warrior/mesmer or how mirage embodies the mesmer/thief combination.

But smoke bombs, electric nets.... it just feels for me like he didn't try to create something new for warrior, but just copies stuff from other classes and puts it here.And some seem out of place. On one hand, the spec is heavily focused on explosives.... yet suddenly it has a holographic barrier too (which, btw, is also obviously just ripped off from holosmith)?

Oh, and of course it also has a gyro. xDIt's like OP wanted to cram the entire engineer class with both elite specs in this suggestion here.

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This just doesn't look like a guild wars design at all, everything is far too bloated, power creepy and just comes off as the usual op dream list you see for most elite spec suggestions. ie. "give my class everything ever" I can see you've put effort in to this so i won't be cruel, i just don't ever see anything even close to this happening

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@Kodama.6453 said:

@Lan Deathrider.5910 said:Before people come in and say pistol can't be support. Imagine an American Civil War battlefield officer with a saber in one hand and a pistol in the other directing his soldiers in combat.

It definitely can be a support.But how it is designed in this suggested elite spec here, it isn't. It is a damage weapon with an added smoke field.

It is also copying a bit too much from engineer for my taste.Sure, they can create a warrior elite spec with some engineer thematics. Elite specs are supposed to replace class fusions, like spellbreaker was their vision of a warrior/mesmer or how mirage embodies the mesmer/thief combination.

But smoke bombs, electric nets.... it just feels for me like he didn't try to create something new for warrior, but just copies stuff from other classes and puts it here.And some seem out of place. On one hand, the spec is heavily focused on explosives.... yet suddenly it has a holographic barrier too (which, btw, is also obviously just ripped off from holosmith)?

Oh, and of course it also has a gyro. xDIt's like OP wanted to cram the entire engineer class with both elite specs in this suggestion here.

My comment was more to it being a pistol spec and the incoming commentary that I expected. This proposed spec is Dragon Hunter Crossed with Engi in a weird way though.

OP pick a single utility, and pick a single role to fill.

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@Smoosh.2718 said:I back the idea of warrior getting pistol, just i can not get behind traps... it encourages some really cheesey play. Would also be borked with rune of the trapper in WvW and PvP (that rune was a mistake... anet please remove it)

What warrior needs with pistol, is a true form of support, if we look historically. A pistol was used by a commander to inspire moral and to boost the effectiveness of their team/others around them.

Imagine a pistol on warrior which does some damage but also provides huge boosts to those around when you use a skill (like fire a shot into the air to inspire all around, give Fury Alacrity and quickness.) or provide effects like marking a target to take more damage (different from vuln).

But 100% back the idea of a 1h pistol, warrior lacks a 1 handed ranged weapon and is massivly needed to effectivly play a support warrior role.

Thank you for the reply. I understand the concerns about the type of play traps entail but are they really that much worse than ground targeted skills? There is the issue of stacking traps that you would get to a lesser degree by classes which use ground targeted marks, perhaps we can balance that by the time traps remain active or the amount that can be stacked in a single area.

While I agree with you about warrior needing a pistol and about a spec designed for support, I disagree pistol should be used as a support spec. The pistol should be seen as a way for warriors to compensate for cc and closing the distance while still mainhanding a traditional melee weapon ie a sword or axe. Yes I know you can always swap to a rifle or bow but you never need to worry about weapon swap cooldown if you have a ranged weapon always equipped.

I plan on making a support spec soon, but using staff. Regardless I appreciate your thoughts on this.

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t's like OP wanted to cram the entire engineer class with both elite specs in this suggestion> @Kodama.6453 said:

@Lan Deathrider.5910 said:Before people come in and say pistol can't be support. Imagine an American Civil War battlefield officer with a saber in one hand and a pistol in the other directing his soldiers in combat.

It definitely can be a support.But how it is designed in this suggested elite spec here, it isn't. It is a damage weapon with an added smoke field.

It is also copying a bit too much from engineer for my taste.Sure, they can create a warrior elite spec with some engineer thematics. Elite specs are supposed to replace class fusions, like spellbreaker was their vision of a warrior/mesmer or how mirage embodies the mesmer/thief combination.

But smoke bombs, electric nets.... it just feels for me like he didn't try to create something new for warrior, but just copies stuff from other classes and puts it here.And some seem out of place. On one hand, the spec is heavily focused on explosives.... yet suddenly it has a holographic barrier too (which, btw, is also obviously just ripped off from holosmith)?

Oh, and of course it also has a gyro. xDIt's like OP wanted to cram the entire engineer class with both elite specs in this suggestion here.

Well since the skills I wanted to add kind of seemed out of place with the tools assigned to the warrior, technology was the obvious answer since warriors are not supposed to be magic-users. The gyros etc was just in keeping with the themes currently employed in GW2.

Appreciate the feedback still!

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My comment was more to it being a pistol spec and the incoming commentary that I expected. This proposed spec is Dragon Hunter Crossed with Engi in a weird way though.

OP pick a single utility, and pick a single role to fill.

Thanks Lan, I am going to do a staff support build that is a bit more narrow.

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@RiyazGuerra.9203 said:t's like OP wanted to cram the entire engineer class with both elite specs in this suggestion> @Kodama.6453 said:

@"Lan Deathrider.5910" said:Before people come in and say pistol can't be support. Imagine an American Civil War battlefield officer with a saber in one hand and a pistol in the other directing his soldiers in combat.

It definitely can be a support.But how it is designed in this suggested elite spec here, it isn't. It is a damage weapon with an added smoke field.

It is also copying a bit too much from engineer for my taste.Sure, they can create a warrior elite spec with some engineer thematics. Elite specs are supposed to replace class fusions, like spellbreaker was their vision of a warrior/mesmer or how mirage embodies the mesmer/thief combination.

But smoke bombs, electric nets.... it just feels for me like he didn't try to create something new for warrior, but just copies stuff from other classes and puts it here.And some seem out of place. On one hand, the spec is heavily focused on explosives.... yet suddenly it has a holographic barrier too (which, btw, is also obviously just ripped off from holosmith)?

Oh, and of course it also has a gyro. xDIt's like OP wanted to cram the entire engineer class with both elite specs in this suggestion here.

Well since the skills I wanted to add kind of seemed out of place with the tools assigned to the warrior, technology was the obvious answer since warriors are not supposed to be magic-users. The gyros etc was just in keeping with the themes currently employed in GW2.

Appreciate the feedback still!

Actually, warriors are using magic.

It is just a more intuitive kind of magic.Unlike the caster professions (elementalist, necromancer, mesmer), which are using magic spells with a clear intention and utilise magic rites and formulas for that task, warrior is using a more primal variant of magic.

Basically, warrior's are shaping magic with their pure willpower.Look at berserker, for example. The flames created by that elite spec are of magical origin, as far as I know Anet themselves confirmed this. But this fire magic is born by their pure rage.Spellbreakers are also using magic. They are just canalising this magic mostly through physical strength. Their ability to disenchant, look through illusions and all is a magical power that spellbreakers were training over long periods of time.

Every profession is utilising magic in some form, even engineers. But instead of this magic being part of the engineer themselves, they are harnessing magic through devices.Holosmith is the most obvious example. The photon forge is driven by zephyrite crystals, which are inherently magical. Since engineers lack the ability to control that magic on their own, they built a device to control that magic instead.

So if you want your warrior spec to have magical powers, then this is totally fine. You just have to keep in mind that these magical powers should feel less precise and refined, warrior's magic is more "raw" and intuitive, but not less powerful.

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My preference is still the staff for a standard-bearer. Still, If the pistol ends up being the pick for the warrior (which I hope would be modelled as a professional soldier or an officer), then my suggestion is to take inspiration from reiters , cuirassiers and conquistadors from the pike and shot era. Most likely, it would be a Luxon or Imperial speciality.

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Meanwhile, it is likely that whatever elite spec is reserved for the Guardian, I suspect it will be a Shing Jea/Kurzick one.

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  • 3 weeks later...

The rifle already does kitten damage (in PvE at least) and you want pistols to do even less than that? Not sure I'm in favor personally. I'd rather see pistols on Warrior in terms of it being a gunslinger or bounty hunter. I'd argue the profession could use a viable ranged DPS build ever since rifle got nerfed to hell and back. Half of our Metas are already support based banner slaves, I miss the days around launch in which we were the heavy hitters.

A lot of these skills also sound like they would be much better suited to Engineer or Thief who are the trap / gizmo guys and who already get dual pistols. Engineer actually even gets an electric blast on their pistol (and a net in their rifle) and thief gets a smokescreen on their offhand pistol which is mainly condition based. I say let warrior be more raw power based and far less condition / support focused. All of the suggestions under what the pistol should not do basically make the weapon dead on arrival. If it is already outclassed in every way by other ranged weapons, and existing skills, why use it at all?

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Meh, I imagined more of a duelist sort of design with decent area coverage and skills to help them stay in the thick of battle.Warrior is a soldier profession ffs, and yu wanna give it zoning, condi, STEALTH of all things.

And all those traits... phew, am I reading a Warrior Espec proposal or one for Engi?

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