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MagnetManEX

How the steal the game! A Celeste guide.

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+MagnetManEX    17

Thank you for looking over my guide, and as this changes as the game evolves. If you have any input or suggestion, please let me know. :D

Some of this information is collected from the MAIN Web page of Atlas Reactor.

this is the BASIC guide on their webpage for Celeste. I advise you watch this, to understand this guide in more detail. :D 

https://www.atlasreactorgame.com/en/character/celeste/

 

This guide will be in sections.  

How to play Celeste - A Very basic overview of her playstyle.

Pros and Cons - Things she's good at and bad at.

Overall Skills and Mods - Ranked on best to worse.

Skill Combos, and map preferences.

 

Cel = Celeste,  Fog of War = FoW, Blast Dash Prep and movement will be colored and shortened as well. 

overall game-play:  How to play.

So Celeste Is a frontline that abuses FoW as her primary way of dealing damage.  Her Smoke bomb ability is her bread & butter skill granting cover as well blocking enemy vision. To play Cel correctly, you need to be thinking about your opponents vision and what they can and can not see.  By mastering this, you can land damage with her primary skill, while remaining safely behind FoW.   Keep this in mind, because you need to have line of sight of your targets for you to land any hits. If you can master this, you can steal any game!  Overall, she focuses to think more about your movement, and what your  opponents can and cannot see.  If you good at predicting, you can play this rouge, fun, and hard frontline hero.

Pros and Cons

Pros- Why you should play her! 

  • Can Steal power ups, before the movement phase. (this is useful for robbing the opponents of Health and might pickups.)
  • Can hit 2 or more targets every round (this is useful because you can aim at a target while trying to steal a power up, or attempting to predict dashes)
  • Has a skill that abuses for of war.  (This ability is VERY GOOD!!! And Mastering this is KEY to playing her)
  • Her Primary attack and Ultimate ability hits for 7 squares, allowing her to attack into FoW.
  • Her Ultimate can be used to predict movements, and has a high base of 40 or combed together for 50. (that's 50 to 62 with a might)
  • Dash is hard to predict, and does damage.

Cons- Her weaknesses!

  • She need's line of site to land damage. (this includes her smoke bomb)
  • Low Hp. (she's squishy)  
  • If reveled, has a hard time getting away from frontlines. (like Tidus or Garrison)
  • Her dash can trigger traps (Lockwood or Nix) and only gains energy on hits. 
  • Her Ultimate can be predicted and countered.
  • No healing or defensive abilities outside of dash.

Skills and Mods.

Here I'm going to talk about her skills, what they do, as well as rank mods on effectiveness with a few suggestions based on counters and maps.  (this matters, because some maps she's bad and some maps she's really good)

Ranking system will be 1 to 5

  • 1 - Avoiding using ever!  It's a waste of skill points, or its effect is to minimal to be any effect to you. 
  • 2 - Pointless to get unless you have the extra mod points to spend.
  • 3 - Meh... It's safe to get, OR may be useful for a counter match-up or map.
  • 4 - Rather good. Ok to solo ranked or PvP and have this mod on.
  • 5 -  The MOD is Over powered, and should be used EVERY MATCH!  

Skill 1 Strong Arm - Blast Phase https://webcdn.triongames.com/ar/assets/videos/v2/Thief/AR_CHAR_ABS_01_THIEF_STRONG_ARM.mp4

Launch two grapplers, which can deal damage to two separate targets or heavier damage to a single target. Grapplers can also can target power-ups instead, for use on the next turn.

Each grabber has a range of 7 units, (or squares) and gains 6 energy (Or 9 with engerize) on hit. This includes hitting a power-up. Allowing you to land an attack for while grabbing power-ups at the same time.  Each Grabber does 22 on its own (27 with might) , or you can combine the damage for 34 (42 with might) 

  1. Mod 1  (five finger discount) 2 Mod Points You Pierce the first power up gaining its effects. This mod can be good on maps with lots of power ups, (Omi Core Map) close to cover, because you can get might or energize and deal damage at the same time. outside of that bonus it fails to help deal additional damage OR helps you with your ult.    Not horrible, just unnecessary. 3 out of 5
  2. Mod 2  (long arm) 2 Mod Points  You are no longer restricted to 150 degrees for your basic attack. (Your ULT is NOT effected by this mod! This disappoint's me.)  This means you can attack up to 14 units at the same time! That is really good on BIG maps. (Freeway shuffle is best used for this mod)   Again, this mod is situational, 2 out of 5
  3. Mod 3 (For the Rush)  1 Mod Points  You gain an additional 1 energy on hit.  Very simple, and because its only worth 1 mod point, its worth getting. because even if you are unable to hit any opponents, you can hit a power up you still gain the bonus energy! Also if you have energize power-up, and hit 2 targets, that a whopping 21 energy!  If you have any extra Mod points, this is worth getting for its value. 4 out of 5!
  4. Mod 4 (Smash and Grab) 3 Mod Points. If you grab a power up, your other grabber deals an extra 6 damage. 3 Mod points. By its self, this Mod is horrible. You need a power-up, AND an opponent for it to do anything! If the power-up is sniped, or someone dashes, you lose the effect.  (Tested: Does NOT Trigger your Ult)  Overall 3 mod points is a waste to (rarely) deal an extra 6 damage. 1 out of 5

This skill is your primary source of damage, and predictions. Also your do MORE damage if you keep your attacks unfocused focused. (22+22=44) Vs. (compared to only 34)  So keep that in mind as your trying to call damage for kills. You may be able to land extra damage or steal a power up instead of overkilling a low HP opponent. Also depending on the map, some mods are better the others.

Skill 2  Proximo Charge - Prep Phase https://webcdn.triongames.com/ar/assets/videos/v2/Thief/AR_CHAR_ABS_02_THIEF_PROXIMO_CHARGE.mp4

Place a 4-turn trap that is invisible to enemies. If the enemy is on the trap during Blast Phase, the trap explodes, dealing direct damage. The trap takes 1 turn to arm and cannot detonate the turn it’s placed. This is also her FREE action. So place this where you can predict your opponents flash and or movement.  Such as over power-ups, or behind cover.

This skill has a range of 6 units in the form of a (3 by 3 square), and gains 12 engery on hit (or 18 with engerize). This skill does 25 base damage ( Or 31 with might ), unless equipped with a mod. Also this skill is more of a utility skill because each mod changes how Proximo Charge works. This can Root, Deal over 30 damage, can gain energy on missing, or even be used to punish people who want to use cover and or grab a power up.  This skill has a Cool down of 5 turn.

  1. Mod 1 (Intrusion Protocol) 3 Mod Points.  No longer require vision of placement, (aka can be placed behind walls) and increase the range by 1. (making this a Range 7 attack)  3 mod points is a LOT for a little extra range. To use this skill effectley, you should place it where you think the opponents will flash to, meaning over items, or as a punish and in order to do that, you need vision of the opponents to predict.  For 3 Mod points, its effects are very minimal. 1.5 out of 5. (its semi ok to use on Freeway shuffle)
  2. Mod 2 (Ensnare) 3 Mod Points. Root all enemies, but lower the damage to 15.  Not many ranged Freelancers have roots. Thus making this rather good. You can combo this with smoke bomb, to block Vision AND block movement!  Now take about an effective combo. The drawback is you have to LAND this to gain energy and lower damage really making it only good vs up-close freelancers as a punish. (think Pup or Garrison Jumping in)  I play this mod most of the time, and am pleased with the extra utility it offers a team. For this mod to be good, You need to land your traps. IF you do, 4 out of 5, if you struggle with it 2 out of 5.
  3. Mod 3 (Amplification) 1 Mod Points The trap add's 1 extra damage per turn its active up to 4 damage.  At max charge this trap deals 29 damage. Most skills cost 2 or 3 mod points for 4 extra damage, and this only cost 1. Making it rather good. IF you have the extra mod points, this is a good option to (grab) up.  3 out of 5
  4. Mod 4 (Contingency plan) 2 Mod Points On cast now grants 6 energy on cast and 6 energy on hit. This got changed from gaining 12 on Cast. (this was overpowered)  If you learning Celeste, this mod is STILL WORHT GETTING! However, once you play her a bit, and are able to land trap's, this mod becomes underwhelming.  So this has 2 ratings. Learning (4 out of 5)  IF you good with her, (1 out of 5) their are better mods. Amplification or Ensnare are better.

This skill is great for trapping or punishing people for attempting to flash over walls for health pickup. However watch the placement, because if you miss, you may not gain any energy or damage up to for 5 turns.  

Skill 3 Smoke Bombs - Blast Phase  https://webcdn.triongames.com/ar/assets/videos/v2/Thief/AR_CHAR_ABS_03_THIEF_SMOKE_BOMB.mp4

here is a YouTube video that features this feature very well. 

 

Throw two smoke (with mods 3) bombs that last until end of next turn. Smoke bombs block line of sight and deal direct damage on hit.

This skill is her best skill, and learning this will make or brake how someone plays Celeste.   This skill has a range of 6 units in the form of a 2 or 3 (2 by 2) squares, and grants 8 energy on hit (or 12 with energize). This skill does 25 base damage ( Or 31 with might ), unless equipped with a mod. Also this skill is more of a utility skill because each mod changes how Smoke Bombs works. This can heal, grant fog of war, hide allies (opponents lost site of them on the map while inside a smoke bomb).  This skill has a Cool down of 3 turns.

  1. Mod 1 (High Impact Canisters) 2 Mod Points  Your bombs deal an extra 3 damage.  For 2 mod points, you get a total of 6 (bonus) damage. That is unable to be stopped by cover. If your team is lacking damage, this mod can assist with kills. Over all, the cost of this is ok for the bonus damage it offers.  3 out of 5
  2. Mod 2 (Fog Cover) 3 Mod Points.  (Damage reduction is now 5, instead of 3)  Throw an Extra Bomb, each bomb deals 20 damage. This is a really good mod. She covers more area to block vision, and is really useful on bigger maps. (Omi Corp and Freeway shuffle) Also, extra smoke bombs = more damage and more energy on hits. So if your not getting this mod, you better get the next mod.  4 Out of 5
  3. Mod 3 (Smoke Machine) 2 Mod Points. Your smoke bombs last for 2 full turns, Not 1. This Mod is amazing! the Vision this blocks, and the duration is awesome. Any skills that effects vision is HUGE in Online games. if your opponents don't know where you are, they cant attack or even may make bad plays.  Having that extra utility helps with any game, and on almost every map! 4.5 out of 5! (this mod is a little week on freeway shuffle) 
  4. Mod 4 (Mending Mist) 1Mod Points Heal for 10 if in the smoke bomb. Its 1 mod point, It's meh. the other mods are SO much better for the team. IF you need heals, just ask the support. >.< 1 out of 5

Depending on the map, some mods are better then others.  I'm unable to stress how good this skill is, because of the vision/cover it offers. If coronation with teammates, you can predict allies (Dash phase) and cover them with smoke, or block vision of the opponents turn. If opponents cant see you, they may just miss an easy attack.

Skill 4 On the Run - Dash Phase https://webcdn.triongames.com/ar/assets/videos/v2/Thief/AR_CHAR_ABS_04_THIEF_ON_THE_RUN.mp4

Dash to two locations in quick succession. Enemies hit take direct damage.

This is her primary escape (out) if place into a troubling spot.  It's hard to predict because this dash has 2 seppret movement parts, thus making this skill good.   This skill has a range of 3 units (per dash) in any direction and cannot go through walls. It grants  8 energy on hit (or 12 with energize). This skill does 20 base damage ( Or 25 with might ), unless equipped with a mod.   This skill has a Cool down of 5 turns.

  1. Mod 1 (cover of Darkness) 2 Mod Points. Dashing through smoke bombs grant Inv until the next resulation Phase. (the next prep Phase) This skill allows you to dash into normally dangerous areas, (next to other freelancers) and plan a strong attack the following round. This Mod works if you are inside the smoke bomb, combos well with Smoke Machine Mod. However, when you use This dash, you MUST have a part of the yellow line go through a smoke bomb, or this wont trigger. (On a personal note, I love this mod, and play it most of the time.)  3.5 out of five
  2. Mod 2 (kickbacks) 1 Mod Points. Deal an extra 8 damage if you dash through a target twice.  This is horrible, your better off avoiding any mod on this instead of wasting this for the damage. The point of dashes is to be an escape, or positioning for a stronger next round. This skill mod makes your dash worthless, (you may just auto attack for more damage)  of the points of a dash. 0 out of 5
  3. Mod 3 (Pick Pocket) 3 Mod Points. Your dash spawns minor might power-ups on hit. The Might power ups are useful if you have the  (five finger discount) Mod on. Also this can combo with (planed) movement from allies. But in solo Que, this mod is rather week. And offers less protection then cover of darkness. 2 out of 5, (if playing with friends 2.5 out of 5)
  4. Mod 4 (Extra Kick) 2 Mod Points. Grant 5 energy on use.  Rather boring skill mod. On the positive side, because this skill only grants energy on hit, this Mod helps that drawback. If you have the Points, and like getting your ult faster. 3 out of 5

This skill is very similar to Bomb and Run, where you move twice. However this skill does damage and grants you energy to any opponent hero you hit. Because of this, you may not get energy or damage from this skill if your trying to runaway from danger. Also if you land damage, Red Cel icon above your last SEAN location. So keep that in mind when you dash into FoW, or a Smoke Bomb.

 

Final Skill Safecracker - Blast Phase https://webcdn.triongames.com/ar/assets/videos/v2/Thief/AR_CHAR_ABS_05_THIEF_SAFECRACKER.mp4

Fire dual grapples that can damage two enemies, or deal heavier damage to a single target. If enemies hit have active might, energize, or haste buffs, gain that effect the next turn.

This Ult, is very similar to her Strong arm ability. You can split up the damage for a minor reduction, or keep them together for a higher base damage. However unlike her Strong arm, this skill has a width of 3 units. This skill  does damage to everything it passes through, and (as a bonus) you COPY any power up on the opponents. Such as (Might, energize, haste, and Health) So if you know your opponent is going to run through a power up. You can plan your next turn to run into cover, and gain this power up as well.

Each grabber has a range of 7 units, (or squares)  Each Grabber does 40 on its own (50 with might) , or you can combine the damage for 50 (62 with might) 

  1. Mod 1 (assault and Battery) 3 Mod Points. Mod cost increased from 2 to 3. No longer default  Ignores cover. Simple, good,  Each Grabber does 40 on its own (50 with might) , or you can combine the damage for 50 (62 with might) unblocked damage. 3 out of 5 (I lowered this to a 3 because its really good on some maps, Evo's and Sky, and bad on Omi and freeway)
  2. Mod 2 (Brake the Bank) 1 Mod Points enemies hit drop minor energize power ups on hit. For this mod to trigger, you need to land an attack, then walk and/or grab the power up. Its a waste of a Mod point, and you may as well have no mod on this then. Avoid this mod its worthless. 0 out of 5
  3. Mod 3 (Heist) 2 Mod Points Pick up ALL power ups that Safe-cracker travels over.  On the Omni Core Map, this mod is rather good. you can grab 3 power ups at once with this. (health, might, and energize) if your in the right spot. You forfeit damage for more of a (sub) support role with this mod on also. This ALSO combos very well with Garrison's Ult because of the health pick-ups it drops.  If your team has 2 high damage freelancers, this mod may be more useful then (assault and Battery). 3 out of 5  (this is a mod I'd recommend people try out, I hated it at first, then really enjoyed the utilly this offers.)
  4. Mod 4 (Second Story Job) 2 Mod Points.   Decreased range from 2 to 1. . Now the default mod. This mod is AWESOME! One of Cel weakness is the range on her Ult makes her visible to the opponents and they and flash out. This stops this, because you gain a range of 8! on most maps that's 1/2 the arena!  This is best used on Freeway shuffle. on the smaller maps its a little harder to utilize because of cover.  (5 out of 5, on Free-shuffle) 3.5 out of 5 on the rest of the maps.

Like Strong Arm, you need line of sight of the opponents to land this skill. and because of this, it can be flashed and or countered rather easy. (Rampart can block this as an example) So abusing FoW and knowing what your opponents can and can't see matter when you gain the energy to use this skill. Knowing what and where your the enemies are and can see matter when trying to play this Freelancer.   

Now on to skill's 6 through 8

Prep - Actions that support the following turn!

Adrenaline - Gain haste and unstoppable for 2 rounds, (free action) This IS really week on her. You need to be able to survive, and this skill is to help you RUN to power-ups. If played correctly, you just grab them with your grapples. 1 out of 5 

Critical Shot - Gain Might, (free action) This is OK on Cel, However you should will have Might for most of the game because your stealing all the power-ups.  If you are the only damage dealer on the team with 2 supports, this is good to get.  2 out of 5

Turtle Tech - Gain 30 shield (free action)  Cel is a low Hp hero, and need's line of sight to hit people. The Extra Hp helps with this. Great skill 90% of games. 5 out of 5

Dash - Get's you out of danger Now!

Fetter - Teleport up to 3 squares, and root everything at the landing location.  (Dash action) This Dash is a little more focused on being aggressive, and better for taking damage (like rampart). IF you want a Root, you have a MOD on Proximo Charge.  The other dashes are better. 2 out of 5

Fade - Teleport up to 2 squares in any direction and turn INV until the next prep Phase.  (Dash action) This is trick to use correctly. You give up the Distant of shift for INV, and if your reveled that bonus of becoming INV is worthless. Verses Gray, Tidus, and Dr. Finn this mod is dangerous because they all have ability that can revel you before you can dash. (Finn's ell's can jump to you INV) However, if used correctly, this mod is AWESOME, because you can dash for surprise Ult in hard to predict spots because of the INV this offers.  (2 out of 5 vs. Gray, Titus, Dr. Finn) OR 4 out of 5

Shift - teleport up to 4 squares (Dash action) Its the safest choose.  Dashing is good, can go over walls.... get this most of the time, unless you like Fade. 4 out of 5

Blast  - Planning for the Future. 

Brain Juice - Reduce the ability cool-downs by 2 at the end of the turn.  (free action) On Cel, this skill is -unnecessary. You have a lower cool-down for On the Run and Smoke Bombs so using this is pointless. The heal is better on Cel because of her low hp. So get that instead. 1 out of 5

Second Wind - Heals 45 Hp over 3 turns, (15 HP on activation and 15 for the next 2 turns. Grants Full moment)  This is your classic heal and its one of the best heals in the game. You should get this, and use it any time you plan to make a full movement and you have missing Hp above 30.  5 out of 5

On most maps, the BEST combo of Cadlidest to use are! 

(Turtle Tech - Fade and or Shift- Second wind)

I say Fade and Shift because they are both VERY good, however VS a few Freelancers, Fade is very bad. (Tidus, Gray, DR Finn) So keep that in mind when picking skill mods for the maps.  This build is great for learning her OR if you are solo que. Playing safe will win you games. If you working with a team, These are subject to change based on map/play style.

 

Skill Combos, and Map preferences! 

Cloudspire

Evos Laboratory

Flyway Freighter

Omni Reactor Core

 

Edited by MagnetManEX
Added Patch/seazon 2 information. Cleaned up the interface and will test a few things tonight.

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+MagnetManEX    17

Added more content, I Will color stuff and make it a little nicer Soon. 

Does anyone have any question's about Cel. Please ask!

 

:D 

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*Ender    191

I need to play Celeste for my play-every-lancer quest. Will read this first xD She's one of the lancers that I have experimented the least with. 

EDIT: HOLY There is so much more awesomeness than last time I looked!

Edited by Ender

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HellSpawn    1

Nice guide Magnet, great addition to the guides we already have, keep up the good work!

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Jinsaku    14

Super useful. Thanks for putting this together. Celeste is one of those freelancers I haven't played at all yet, but looks like quite a bit of fun if handled correctly. I'll be considering this guide before my first game with her.

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+MagnetManEX    17

Zuki's attacks have a larger AoE then most freelancers, so if you feel a better mod helps, go for it. 

For a team game, Where Knowing where your opponents are is very important, The extra turn really helps. 

just if you get hit from a attack from her (or any freelancer) their is a possibility that it was a guess.  Keep in mine Cel is primary a damage dealer, and that mod fails to boost your damage. Keep that in mind. 

 

Its great that this is helping you guys/gals.  Cel is really good, and on the tier list she's the 3rd best Front-liner. 

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*Ender    191

I got my Celeste win! Thanks for the guide, it helped me set up and plan my turns. I might dabble in Celeste more often thanks to this!

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+MagnetManEX    17

On the tier list, she's 3rd in the game! top being Lockwood and Zuki

:D She's really good!

 

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Thanks so much for this guide! It is very detailed and I am now considering writing my own for some of the characters I main. It has also given me some fresh ideas on how to mod Celeste (which I have struggled with).

I would add one more tip for smoke bomb (as I have seen it used effectively in game) - sometimes you can just throw them without hitting a target, simply to get into a better position next round. Very viable on the turn right after the first move especially if you didn't see any of the enemy after the move.

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Yamari    13

Its a very nice guide :o dam.

We sould do this with more freelancer. It's realy interesting. :)

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+MagnetManEX    17

Thank you.  I still need to do map preferences/ mod set ups. 

im also lazy go to college and work. :/

 

I also want to work on a rampart guide. IMO he's the hardest freelancer in the game to play. 

 

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I'll add my build here aswell since I've gotten positive comments on my build

 

Strong Arm: For the rush or Long arm (I prefer Long arm)

Proximo Charge: Contignency plan or Amplification chip (I can guess placements pretty well so I use amplification)

Smoke bomb: Smoke machine

On the run: Cover of darkness

Safecracker: Only right choice here is Assault and battery

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jarcev    11

   Fun fact that just made my game: if an enemy is standing on a powerup they can't pick, hitting them will give you the powerup. This probably also counts for Smash and Grab.

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BeerCheese    8

Have they fixed the bug with her invis on her dash? It used to be if you hit anyone with the dash it would reveal where you ended up, making the mod quite bad. Because of that, I've been using a different set up (extra energy on dash, 10 heal on smoke bombs). I may change it though if that reveal crap is fixed.

 

Something to mention on the healing smoke bombs. Hitting yourself in the smoke heals you, as does walking through it, or ending your turn in it. Because of that, you can actually heal yourself for 20 with that mod, which I think is REALLY good. That mod has has saved my life and won games for me many times. It also allows you to trade shots with other firepowers and always come out on top.

Edited by BeerCheese
  • Upvote 1

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Tomy    11

Wow that's a lot. I will 1st focus 2 characters. Then learn all other.

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+MagnetManEX    17

So, In this game, If you hit someone you are reveled. It depends on then the damage is dealt. 

I think it has to do with the Type of dash. 

Zuki dash has her go of screen, so there is no revel after damage. 

Celest, Gremo, Asana.... your location is shown after you dash because you hit a target. 

 

As for playstyle, I still run the INV mod on the dash, However, When i do dash, I AVOIDE people, (unless its for a kill)  

I do this because that mod makes her dash (a fade)  and we all know how good fade is. (even with the slow nerf) 

 

 

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+Daniko    8
21 hours ago, MagnetManEX said:

So, In this game, If you hit someone you are reveled. It depends on then the damage is dealt. 

I think it has to do with the Type of dash. 

Zuki dash has her go of screen, so there is no revel after damage. 

Celest, Gremo, Asana.... your location is shown after you dash because you hit a target. 

 

As for playstyle, I still run the INV mod on the dash, However, When i do dash, I AVOIDE people, (unless its for a kill)  

I do this because that mod makes her dash (a fade)  and we all know how good fade is. (even with the slow nerf) 

 

 

One of the best tips you can give to a Celeste player, gj Magnet! NbmL9eS.png

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+MagnetManEX    17

She's my best freelancer. (when i play here... its for realzies) 

 

Also, she's what 3rd/2 best freelancer in the game. :D

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