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DP/SR for tanking (or more realistically, off-tanking)


csr

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Quick question, why no Suppressive Fire?  Obviously the build is tight on powers and slots, but would Suppressive be better for single target over say Piercing Rounds?  Pistols, DW, Suppressive, Execution should be good with enough recharge. 

 

Is Piercing there because the base recharge makes it more friendly to the Absorb proc in the ATO? I can totally see that with the direction you're going. 

 

Just spit balling some ideas.  The concept is pretty cool!

 

Suppressive Fire, Executioner's Shot and Piercing Rounds are all close enough you could take whichever two you want.  Executioner's does the best DPA and has base 1.25 Acc vs 1.10 on the others.  Suppressive has a very short mez (it lasts 3.81s at 50).  Piercing is a very narrow 3-target AoE cone with -Res.

 

This is a niche toon, not a main or general purpose one.  He's supposed to surprise people and look stylish doing it.  As a result some of my decisions were with the idea that he'll team a lot more than most and so doesn't really need the baby mez.  While on the other hand the -Res ups team damage 9.6% on 1-3 foes.  That debuff in a team context blows away the differences in DPA between these powers.

 

As a soloist, Suppressive may be better than Executioner's or Piercing.  Though the mez is so short it's really only useful for minions such as Sappers and Sky Raider Engineers and toggle using Lts such as BP Shamen or CoT Spirits.  It's wasted on typical minions and won't last long enough on Lts to make much of a difference other than turning off their toggles.

 

As for the ST attack chain... with Hasten up it's PR-Pistols-ES-Pistols.  With Hasten down (about 15% of the time) you need to tack Dual Wield or Sting of the Wasp on the end.  Also, Provoke will get tossed in from time-to-time.

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Thanks. 

 

I really don't think of the baby mez in Suppressive.  It's a nice side effect, but the animation time is close to Dual Wield with higher damage.  DW has the perk of Defensive Opportunity which I value too. 

 

I get why you take what you take, but it is nice to get some other's perspective on an attack like Suppressive Fire.  Especially since the Sentinel's version has good damage. 

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With oldskool's comment regarding the +Absorb, I realized I'd reverted out a change and left out one of the ATO sets.  Here's the "correct" build.

 

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Sable Shadow: Level 50 Natural Sentinel

Primary Power Set: Dual Pistols

Secondary Power Set: Super Reflexes

Power Pool: Speed

Power Pool: Leaping

Power Pool: Fighting

Power Pool: Presence

Ancillary Pool: Ninja Tool Mastery

 

Hero Profile:

Level 1: Pistols

  • (A) Entropic Chaos - Accuracy/Damage
  • (3) Entropic Chaos - Damage/Endurance
  • (3) Entropic Chaos - Damage/Recharge
  • (5) Entropic Chaos - Damage/Endurance/Recharge
  • (5) Entropic Chaos - Chance of Heal Self
  • (7) Accuracy IO

Level 1: Focused Fighting

  • (A) Luck of the Gambler - Defense/Endurance
  • (7) Luck of the Gambler - Defense
  • (9) Luck of the Gambler - Defense/Endurance/Recharge
  • (9) Luck of the Gambler - Recharge Speed

Level 2: Empty Clips

  • (A) Detonation - Accuracy/Damage
  • (11) Detonation - Accuracy/Damage/Endurance
  • (11) Detonation - Damage/Endurance/Range
  • (13) Detonation - Damage/Range
  • (13) Detonation - Damage/Endurance
  • (15) Range IO

Level 4: Dual Wield

  • (A) Thunderstrike - Accuracy/Damage
  • (36) Thunderstrike - Damage/Endurance
  • (37) Thunderstrike - Damage/Recharge
  • (43) Thunderstrike - Accuracy/Damage/Recharge
  • (46) Thunderstrike - Accuracy/Damage/Endurance
  • (50) Thunderstrike - Damage/Endurance/Recharge

Level 6: Hasten

  • (A) Recharge Reduction IO
  • (19) Recharge Reduction IO

Level 8: Swap Ammo

Level 10: Master Brawler

  • (A) Numina's Convalesence - Heal/Endurance
  • (19) Numina's Convalesence - Endurance/Recharge
  • (21) Numina's Convalesence - Heal/Recharge
  • (21) Numina's Convalesence - Heal/Endurance/Recharge
  • (23) Numina's Convalesence - Heal

Level 12: Bullet Rain

  • (A) Annihilation - Accuracy/Damage
  • (23) Annihilation - Damage/RechargeTime
  • (25) Annihilation - Accuracy/Damage/RechargeTime
  • (25) Annihilation - Accuracy/Damage/Endurance
  • (27) Annihilation - Accuracy/Damage/Endurance/RechargeTime
  • (27) Annihilation - Chance for Res Debuff

Level 14: Focused Senses

  • (A) Luck of the Gambler - Defense/Endurance
  • (15) Luck of the Gambler - Defense/Endurance/Recharge
  • (17) Luck of the Gambler - Defense
  • (17) Luck of the Gambler - Recharge Speed

Level 16: Enduring

  • (A) Performance Shifter - Chance for +End
  • (29) Performance Shifter - EndMod
  • (29) Performance Shifter - EndMod/Accuracy

Level 18: Executioner's Shot

  • (A) Thunderstrike - Accuracy/Damage
  • (31) Thunderstrike - Damage/Endurance
  • (31) Thunderstrike - Damage/Recharge
  • (31) Thunderstrike - Accuracy/Damage/Recharge
  • (33) Thunderstrike - Accuracy/Damage/Endurance
  • (33) Thunderstrike - Damage/Endurance/Recharge

Level 20: Agile

  • (A) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (33) Reactive Defenses - Scaling Resist Damage
  • (46) Reactive Defenses - Defense

Level 22: Dodge

  • (A) Defense Buff IO

Level 24: Combat Jumping

  • (A) Luck of the Gambler - Recharge Speed

Level 26: Piercing Rounds

  • (A) Superior Opportunity Strikes - Accuracy/Damage
  • (34) Superior Opportunity Strikes - Damage/RechargeTime
  • (34) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime
  • (34) Superior Opportunity Strikes - Accuracy/Damage/Endurance
  • (36) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime
  • (36) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity

Level 28: Quickness

  • (A) Run Speed IO

Level 30: Kick

  • (A) Accuracy IO

Level 32: Hail of Bullets

  • (A) Superior Sentinel's Ward - Accuracy/Damage
  • (37) Superior Sentinel's Ward - Damage/RechargeTime
  • (37) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime
  • (39) Superior Sentinel's Ward - Accuracy/Damage/Endurance
  • (39) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime
  • (39) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb

Level 35: Evasion

  • (A) Luck of the Gambler - Defense/Endurance
  • (40) Luck of the Gambler - Defense/Endurance/Recharge
  • (40) Luck of the Gambler - Defense
  • (40) Luck of the Gambler - Recharge Speed

Level 38: Tough

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (43) Gladiator's Armor - TP Protection +3% Def (All)
  • (43) Gladiator's Armor - Recharge/Endurance
  • (45) Titanium Coating - Resistance/Endurance/Recharge

Level 41: Weave

  • (A) Luck of the Gambler - Recharge Speed
  • (42) Luck of the Gambler - Defense/Endurance
  • (42) Luck of the Gambler - Defense
  • (42) Luck of the Gambler - Defense/Endurance/Recharge

Level 44: Provoke

  • (A) Mocking Beratement - Taunt/Recharge
  • (45) Mocking Beratement - Accuracy/Recharge
  • (46) Mocking Beratement - Taunt
  • (45) Accuracy IO

Level 47: Sting of the Wasp

  • (A) Touch of Death - Accuracy/Damage
  • (48) Touch of Death - Damage/Endurance
  • (48) Touch of Death - Damage/Recharge
  • (50) Touch of Death - Accuracy/Damage/Endurance
  • (50) Touch of Death - Damage/Endurance/Recharge
  • (48) Touch of Death - Chance of Damage(Negative)

Level 49: Elude

  • (A) Recharge Reduction IO

Level 1: Brawl

  • (A) Empty

Level 1: Prestige Power Dash

  • (A) Empty

Level 1: Prestige Power Slide

  • (A) Empty

Level 1: Prestige Power Quick

  • (A) Empty

Level 1: Prestige Power Rush

  • (A) Empty

Level 1: Prestige Power Surge

  • (A) Celerity - +Stealth

Level 1: Sprint

  • (A) Endurance Reduction IO

Level 2: Rest

  • (A) Empty

Level 4: Ninja Run

Level 2: Swift

  • (A) Run Speed IO

Level 2: Health

  • (A) Numina's Convalesence - +Regeneration/+Recovery

Level 2: Hurdle

  • (A) Jumping IO

Level 2: Stamina

  • (A) Performance Shifter - Chance for +End

Level 8: Cryo Ammunition

Level 8: Incendiary Ammunition

Level 8: Chemical Ammunition

------------

 

 

 

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I'm not sure if the Res is better than the Absorb or not.  It won't get blown off, so it's probably better for tough situations, but I was counting on the high Def to stretch the value of the Absorb and the Res isn't against everything.  Astredax's build has about 30% more Res against S/L and about 10% more against everything else.  Call it about the equivalent of 50% more HP (1/0.6 - 1/0.9) versus S/L and around 10-15% against everything else.  I wonder how the Absorb compares to that.

 

I got to L24 quickly (playing the toon, not DFB or AE) and he's OK, but not what I'd call good.  That shortcoming is almost entirely due to the meh DPS of Sentinels though, not the build.  I did a TF with him and found my AoE was more about softening up the group than putting it down, and my ST was more useful finishing off wounded Mins and Lts than actually being the primary damage source against Bosses or even Lts.  In short, like my previous Sentinel attempts, I felt more like a sidekick than a hero.

 

Anyway, back to what I came to post...  The Heal proc works out to the equivalent of about 40% Regen equivalent.  DO used aggressively works out to about 145% Regen equivalent.  The Absorb, when slotted as I have it in the last build, works out to 39% of HP if fired off at full health and about 48% when used at 75% health.  The former is the equivalent of 28% Res to all and the latter to 32%.  My take on it is to use it as soon as you think spike damage could take you out.  Which could be lead off or 25% health depending on the situation.  In short, the slotted Absorb is better than the Resists from Astredax's build.  But the final version that uses both is better than either, given Sentinel's low HP totals.  SR's scaling resists thrown in and you're reasonably tough (I was the second to last to die in a Clamor ambush wipe out in the TF), though having a healer around makes a big difference as the proc and DO aren't great.

 

Not getting AoE Def until 35 is really a set construction error imo.  So I'm not taking Provoke until late in the build and as a result didn't really get to directly test tanking abilities (which have at their base the ability to hold aggro more than just taking the alpha strike).  You can soak alphas using MB for extra HP and purples to simulate the higher Def of the later build.  But at the 35% Def range it was not good against the large Freak spawns of the Yin TF.  At 47% it was fine whether you used MB first or held it back.  I'm not sure how well that will project to the high level foes.  Certainly Knives will be troublesome, and DE and Nemmies.  It should be able to handle -Def OK with the 73% Res to -Def, but +ToHit is going to be a problem due to the lack of a good burst heal.  So, I should be able to tank in smaller teams or with a healer or strong buffer around (Emp should be a great pairing with this build).

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I've been looking at a Beam/SR build. Defenses tend to be semi useless until we get capped since it's an all or nothing thing, and half measures are the same as nothing. I agree on the shield being used once it's over (but not set to auto) though eventually it's up every twenty seconds. Aid-Self, is, of course, a necessity, with a fat 38% HP every 6 seconds, though I can only fit it at level 38 the latest, but that's semi fine since I feel it requires capped defenses to be used reliably even with an interrupt reduction slotted in.

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I've been looking at a Beam/SR build. Defenses tend to be semi useless until we get capped since it's an all or nothing thing, and half measures are the same as nothing. I agree on the shield being used once it's over (but not set to auto) though eventually it's up every twenty seconds. Aid-Self, is, of course, a necessity, with a fat 38% HP every 6 seconds, though I can only fit it at level 38 the latest, but that's semi fine since I feel it requires capped defenses to be used reliably even with an interrupt reduction slotted in.

 

Concept constraints required Provoke and a Katana attack in the build for me, so there was no way I could fit in Aid Self without making the Katana attack useless or losing too much Def.  I almost never build a character from a min/max perspective first, only after I've chosen concept and signature moves.  This was the best I could do with Aid Self...

 

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Sable Shadow: Level 50 Natural Sentinel

Primary Power Set: Dual Pistols

Secondary Power Set: Super Reflexes

Power Pool: Speed

Power Pool: Presence

Power Pool: Fighting

Power Pool: Medicine

Ancillary Pool: Ninja Tool Mastery

 

Hero Profile:

Level 1: Pistols -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(7)

Level 1: Focused Fighting -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(7), LucoftheG-Def/EndRdx/Rchg(9), LucoftheG-Rchg+(9), LucoftheG-EndRdx/Rchg(45)

Level 2: Empty Clips -- Dtn-Acc/Dmg(A), Dtn-Acc/Dmg/EndRdx(11), Dtn-Dmg/EndRdx/Rng(11), Dtn-Dmg/Rng(13), Dtn-Dmg/EndRdx(13), Range-I(15)

Level 4: Dual Wield -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(15), Thn-Dmg/Rchg(17), Thn-Acc/Dmg/Rchg(17), Thn-Acc/Dmg/EndRdx(19), Thn-Dmg/EndRdx/Rchg(19)

Level 6: Hasten -- RechRdx-I(A), RechRdx-I(21)

Level 8: Swap Ammo

Level 10: Master Brawler -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(21), NmnCnv-Heal/Rchg(23), NmnCnv-Heal/EndRdx/Rchg(23), NmnCnv-Heal(25)

Level 12: Bullet Rain -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(25), Ann-Acc/Dmg/Rchg(27), Ann-Acc/Dmg/EndRdx(27), Ann-Acc/Dmg/EndRdx/Rchg(29), Ann-ResDeb%(29)

Level 14: Focused Senses -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(31), LucoftheG-Def(31), LucoftheG-Rchg+(31)

Level 16: Enduring -- PrfShf-End%(A), PrfShf-EndMod(33), PrfShf-EndMod/Acc(33)

Level 18: Executioner's Shot -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(33), SprSntWar-Acc/Dmg/Rchg(34), SprSntWar-Acc/Dmg/EndRdx(34), SprSntWar-Acc/Dmg/EndRdx/Rchg(34), SprSntWar-Rchg/+Absorb(36)

Level 20: Agile -- ShlWal-ResDam/Re TP(A), Rct-ResDam%(36), Rct-Def(36)

Level 22: Dodge -- LucoftheG-Rchg+(A), LucoftheG-Def(43), LucoftheG-Def/Rchg(43)

Level 24: Provoke -- MckBrt-Acc/Rchg(A)

Level 26: Piercing Rounds -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(37), SprOppStr-Acc/Dmg/Rchg(37), SprOppStr-Acc/Dmg/EndRdx(37), SprOppStr-Acc/Dmg/EndRdx/Rchg(39), SprOppStr-Rchg/+Opportunity(39)

Level 28: Quickness -- Run-I(A)

Level 30: Kick -- Dmg-I(A)

Level 32: Hail of Bullets -- Obl-Dmg(A), Obl-Acc/Rchg(39), Obl-Dmg/Rchg(40), Obl-Acc/Dmg/Rchg(40), Obl-Acc/Dmg/EndRdx/Rchg(40), Obl-%Dam(42)

Level 35: Evasion -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(42), LucoftheG-Def(42), LucoftheG-Rchg+(43)

Level 38: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(45), GldArm-RechEnd(45), TtnCtn-ResDam/EndRdx/Rchg(46)

Level 41: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(46), LucoftheG-Def(46), LucoftheG-Def/EndRdx/Rchg(48)

Level 44: Aid Other -- Heal-I(A)

Level 47: Aid Self -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(48), NmnCnv-Heal/Rchg(48), NmnCnv-Heal/EndRdx/Rchg(50), NmnCnv-Heal(50), IntRdx-I(50)

Level 49: Sting of the Wasp -- Dmg-I(A)

Level 1: Brawl -- Empty(A)

Level 1: Prestige Power Dash -- Empty(A)

Level 1: Prestige Power Slide -- Empty(A)

Level 1: Prestige Power Quick -- Empty(A)

Level 1: Prestige Power Rush -- Empty(A)

Level 1: Prestige Power Surge -- Clr-Stlth(A)

Level 1: Sprint -- EndRdx-I(A)

Level 2: Rest -- Empty(A)

Level 4: Ninja Run

Level 2: Swift -- Run-I(A)

Level 2: Health -- NmnCnv-Regen/Rcvry+(A)

Level 2: Hurdle -- Jump-I(A)

Level 2: Stamina -- PrfShf-End%(A)

Level 8: Cryo Ammunition

Level 8: Incendiary Ammunition

Level 8: Chemical Ammunition

------------

 

 

 

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where do I get the update to mids for the sentinel? when I try to update through the app it says there are no updates.

 

It's now Pine's Hero Designer.  Search for that.

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