Post Patch Zerg busting
I’m going to try 4/4/6/0/0, axe/axe, celestial, signets, strength runes and sigils.
Space Marine Z [GLTY]
I’m going to try 4/4/6/0/0, axe/axe, celestial, signets, strength runes and sigils.
Ah. I didn’t think of Celestial might stacking with the new axe update. Fantastic idea.
I’m going to try 4/4/6/0/0, axe/axe, celestial, signets, strength runes and sigils.
this was the first build that popped in to my head as i already run 6/2/6/0/0
I’m going to try 4/4/6/0/0, axe/axe, celestial, signets, strength runes and sigils.
this was the first build that popped in to my head as i already run 6/2/6/0/0
Depending on how easy it is to stack might with the axe I will swap spotter for Beastmaster’s Might
Space Marine Z [GLTY]
Will it become known as a mighty power Ranger….
Then all you need to is factor in one of the norn racials in and we have the Morphin’
Ironically, Asura are more appropriate for that reference as there is an event in the starting zone that mocks both Power Rangers and Captain Planet. Sorry, not mocks… references!
My gut feeling is people are really overestimating what an axe is going to do in a zerg. Compare it to warriors or guardians, who are already running around with huge cleave angles, high stacks of might, and tons of CC. Not to mention everything else they bring to the table.
My gut feeling is people are really overestimating what an axe is going to do in a zerg. Compare it to warriors or guardians, who are already running around with huge cleave angles, high stacks of might, and tons of CC. Not to mention everything else they bring to the table.
Tend to agree with you to be honest. It’ll still be kitten, but less kitten than before.
Hurrah for Longbow Woooooo!
Fed up of being told to use a melee weapon….
My gut feeling is people are really overestimating what an axe is going to do in a zerg. Compare it to warriors or guardians, who are already running around with huge cleave angles, high stacks of might, and tons of CC. Not to mention everything else they bring to the table.
Well we will have a cleaving aa, that could also be traited to add bleeds.
Aoe bleeds on axe2.
Hard hitting axe4 (is it aoe or cleave?, never checked)
And then aoe maul on weapon swap.
All of that with something like 2600 power, 200% crit DMG, and 1600 condition damage…it should hit hard.
Space Marine Z [GLTY]
Oh plus the sotw and soth actives…path of scars is going to f people up in a zerg.
Space Marine Z [GLTY]
These builds look pretty cool, but I don’t think they will change anything zerg wise. Adding ~400 power + condition damage to the axe doesn’t address the things which hold us back in zergs, which is poor AoE (hitting 3 people on AA is nothing special), poor team support and no pet. None of that has changed, especially since in an organised group you should have 25 might a lot of the time anyway… in which case litterally nothing has changed for the axe.
For smaller fights though, I am very curious to see how a power/celestial axe setup could work. Could be good!
Gunnar’s Hold
Hard hitting axe4 (is it aoe or cleave?, never checked)
It hits in a line straight out then straight back to you, but even with the upcoming speed increase of its projectile it won’t land the second time because you’ll be moving with the zerg at an angle. I use it all the time in zergs now, but it’s mostly for picking off people fleeing where both of you are traveling in a straight line.
Rangers do better than most non-heavies in the middle of a zerg, but… I think it will be on par with what we do now with a greatsword. The signet changes is the biggest thing affecting us in zergs. Hurray mother kittening stability and invulnerability.
you really think it’ll stay at 6 seconds? more likely be 6 seconds for pet 3 for Ranger
I am thinking of trying something like that. I tried running stone spirit with LB and i was pretty amazed how it works (even though spirits die pretty fast in all those aoe fields).
With new buffs on axe and LB, i think i can get perma protection with axe aa. If worst happens, I have 6 sec of invulnerability to run back and switch to LB.
I can’t imagine dedicating 6 in WS for axe in zerging. Where is the condi removal? your pet prolly gonna die.
Thats why I feel SotF is almost madatory. which is why i’m looking at 6/0/2/6/0 or /0/4/4/6/0. and Zergs need power not celestial.
@ Cufufalating.8479
Thing is with SotW for stability plus reduced duraiton on Entangle for bombs, I do think that ranger support has increased significantly. The immob bombs will slow zerg movement even if for a second or two. and create a tail allowing your train to capitalize on them being separated.
You guys are greatly overstating the value of axe IMO. While the might will help boost the damage some, please keep in mind that Axe is easily the lowest DPS weapon this class has (per target) and it has a 900 range. At 900 range you’ll likely be running more with the melee train as opposed to outside of it which means you being glass is a poor option. The change to axe is far more valuable to a condi build imo.
In a zerg, LB will be far more viable overall. You’ll still be able to run glass. The 1200+ range will help you stay back line where your only threat is from Thieves where your defensive options can work better with fewer opponents to avoid. And Rapid Fire will allow you to assist your Thieves to finish off enemy glass without you needing to be in harms way.
Unfortunately I don’t see this same strat working in organized group fights, but I’m hoping the mere threat of Rangers being in GvG will now cause fewer teams to run with such a heavy hammer train and maybe we’ll see more spreading out and glassier targets to hit.
You guys are greatly overstating the value of axe IMO. While the might will help boost the damage some, please keep in mind that Axe is easily the lowest DPS weapon this class has (per target) and it has a 900 range. At 900 range you’ll likely be running more with the melee train as opposed to outside of it which means you being glass is a poor option. The change to axe is far more valuable to a condi build imo.
In a zerg, LB will be far more viable overall. You’ll still be able to run glass. The 1200+ range will help you stay back line where your only threat is from Thieves where your defensive options can work better with fewer opponents to avoid. And Rapid Fire will allow you to assist your Thieves to finish off enemy glass without you needing to be in harms way.
Unfortunately I don’t see this same strat working in organized group fights, but I’m hoping the mere threat of Rangers being in GvG will now cause fewer teams to run with such a heavy hammer train and maybe we’ll see more spreading out and glassier targets to hit.
I might be. I know that I cant run glass if I run Axe, I’d prolly run knights. That said, my line of thinking is new stability and Entangle bombs are soft cc support zergs would not mind having. This is part of the lure of running a new axe / gs midline build as opposed to glass LB where the only support is damage and killing an opponent ASAP.
I’m more thinking of the entangle buff the makes better in larger group fights, and we can free up another 2 traits point as we don’t need to signet trait.
i all was run melee in zergs as its safer and you get more bags. it also make your water field use full.
we can provide MT, entangle, spotter water fields and blast finshers(or whirls) and the axe is going to hit a little harder because we can free up some points to trait for it.
(edited by Eggyokeo.9705)
I’m more thinking of the entangle buff the makes better in larger group fights, and we can free up another 2 traits point as we don’t need to signet trait.
if going lb 2 points will stay where they are for Read the Wind instead.
Well let me ask you this question then… today, what value is entangle to a zerg? For me, it’s 0. The vines end up destroyed in .5 seconds, the effects are cleansed near instantly, and everyone’s running lemon grass so they walk right out of them anyway.
None of the above really changes. All they did was shorten the duration (which doesn’t matter) and the cooldown (which at least makes it valuable as a defensive cooldown). The more valuable change is really with the signet allowing you access to stability without needing your elite. But I wonder if I’d want to run both if I were stuck with a shorter ranged weapon?
I’ve been using axe for a while and it’s already decent vs zergs. I agree if you’re jumping ship just over this might update is a bit silly. If you didn’t like axe before I’m skeptical this will make much difference once the shiny newness wears off… But like I said it’s always been good against zergs so…
Ps. I mainly use axe since I run a chill build. It will def be interesting to see how the new +10 trait vs chill/ cripple pans out, and might buff can’t hurt if you stay in axe and just chain ricochet
alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry
(edited by Kilger.5490)
Hard hitting axe4 (is it aoe or cleave?, never checked)
It hits in a line straight out then straight back to you, but even with the upcoming speed increase of its projectile it won’t land the second time because you’ll be moving with the zerg at an angle. I use it all the time in zergs now, but it’s mostly for picking off people fleeing where both of you are traveling in a straight line.
I guess what I was really asking is does it hit 3 or 5? I think 3.
Space Marine Z [GLTY]
You guys are greatly overstating the value of axe IMO. While the might will help boost the damage some, please keep in mind that Axe is easily the lowest DPS weapon this class has (per target) and it has a 900 range. At 900 range you’ll likely be running more with the melee train as opposed to outside of it which means you being glass is a poor option. The change to axe is far more valuable to a condi build imo.
In a zerg, LB will be far more viable overall. You’ll still be able to run glass. The 1200+ range will help you stay back line where your only threat is from Thieves where your defensive options can work better with fewer opponents to avoid. And Rapid Fire will allow you to assist your Thieves to finish off enemy glass without you needing to be in harms way.
Unfortunately I don’t see this same strat working in organized group fights, but I’m hoping the mere threat of Rangers being in GvG will now cause fewer teams to run with such a heavy hammer train and maybe we’ll see more spreading out and glassier targets to hit.
It will be stacking might for your GS mauls as well.
Space Marine Z [GLTY]
I guess what I was really asking is does it hit 3 or 5? I think 3.
Oh. I think it’s weirdly six (3 out 3 back), but don’t quote me on that.
The new Meta for rangers in zergs is commander hunting, serious. KA a JQ guild does it along with a few others and I have had the pleasure of being a part of the experience at times. It is deadly. A group of five rangers running with a zerg, they target the commander and run lb with piercing arrows and eagle eye, and all single target dps the opposing commander. Forces the commander to blow all his skills and play defensively or get downed. It is extremely successful in large zerg warfare since it is five people constantly single targeting the commander. Plus as a ranger you can do it from 1500 range where you are safe from harm.
The new Meta for rangers in zergs is commander hunting, serious. KA a JQ guild does it along with a few others and I have had the pleasure of being a part of the experience at times. It is deadly. A group of five rangers running with a zerg, they target the commander and run lb with piercing arrows and eagle eye, and all single target dps the opposing commander. Forces the commander to blow all his skills and play defensively or get downed. It is extremely successful in large zerg warfare since it is five people constantly single targeting the commander. Plus as a ranger you can do it from 1500 range where you are safe from harm.
This is a good idea although necros arguably do it better simply because of corrupt boon and high damage life blasts.
I normally play necro, but I plan on bringing ranger sometimes when this patch hits. Probably Axe/Axe for mid range AoE and might, and then either GS for psuedo-melee or longbow for sniping. My guild’s ranger build is a bit of a joke atm though, its sword/axe longbow and emphasizes the trait circle of life… because if you play your ranger right with this trait in WvW, you should be able to give way more water fields than an ele!
Also for this thread in general, to all the people saying that longbow’s range makes them “safe”, well clearly you don’t run on T2 where gank squads are a thing. If theives, DD eles, shatter mesmers, and eviscerate wars see anyone too far away from their group, and using the longbow will make you too far away, they can and will focus you, and you’ll be too far away from your groups heals/recovery, boons (stability especially) and banners as you’ll probably need one if you’re that out of position. Axe may be lower damage, but its essentially ranged cleave. It will allow you to stay with your group better and do gradual damage to enemies as well as hybrid condi damage. The offhand is debatable, but axe makes the most sense for path of scars.
Taking a break from GW2 to play various
Nintendo games..
(edited by nearlight.3064)
wonder if an axe/dagger may be of some use especially as it offers another cripple…
I guess what I was really asking is does it hit 3 or 5? I think 3.
Was testing this out and I can’t see it fast enough without having a way to record it. There are numbers everywhere in the stationary golem blob in the heart of the mists; it’s definitely hitting more than 3 targets. It feels like it hits an unlimited amount going and coming back or possibly 10 targets combined, but it only pulls 3 targets.
wonder if an axe/dagger may be of some use especially as it offers another cripple…
In roaming and small groups, sure, easy access to cripple and chill to trigger the new GM trait and an extra evade and poison is always good. but I personally prefer /axe over /dagger :P
(and the other 8 elite specs maxed too)
wonder if an axe/dagger may be of some use especially as it offers another cripple…
In roaming and small groups, sure, easy access to cripple and chill to trigger the new GM trait and an extra evade and poison is always good. but I personally prefer /axe over /dagger :P
=nods= what i was thinking. I like the short down-time of /dagger compared to other offhand
One advantage of axe offhand is that it’s relatively rare, so I think a lot of non-rangers aren’t aware of what it does. Not only might they not be aware that thing you just threw at them is coming back to CC them, the reflects… A few weeks ago I wound up 1v2ing two surprisingly good LB rangers. Long story short, they killed themselves. Especially if you pop it while on top of a ranged user, it almost disguises the skill as a melee attack (which it is.)
I see this even in PvE. There is just some sort of disconnect with players and reflects in this game. People know Wall of Reflection, but almost all other projectile reflects are 100% ignored.
wonder if an axe/dagger may be of some use especially as it offers another cripple…
In roaming and small groups, sure, easy access to cripple and chill to trigger the new GM trait and an extra evade and poison is always good. but I personally prefer /axe over /dagger :P
Yep I’m an axe man myself. Only thing better than an axe is two axes! I find between winters bite and pos I don’t really long for another cripple.
I agree Keeping uptime on cripple/chill will be even more important with the trait, so I’m considering trading sigil of air for ice. It may not still be as much damage but chill is good in itself, so may be worthwhile .
alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry
One advantage of axe offhand is that it’s relatively rare, so I think a lot of non-rangers aren’t aware of what it does. Not only might they not be aware that thing you just threw at them is coming back to CC them, the reflects… A few weeks ago I wound up 1v2ing two surprisingly good LB rangers. Long story short, they killed themselves. Especially if you pop it while on top of a ranged user, it almost disguises the skill as a melee attack (which it is.)
I see this even in PvE. There is just some sort of disconnect with players and reflects in this game. People know Wall of Reflection, but almost all other projectile reflects are 100% ignored.
Axe #5 is a great skill, it is always fun to watch another ranger throw arrow after arrow at you just to get it back, and even still do a point blank and get that too. Very easy to lose respect for others that play the class. One of my favorite things lately is to run up front in a stand off and turn on the axe 5 and see how many rangers I can almost kill. New patch should make it even more interesting.
alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry
One of my favorite things lately is to run up front in a stand off and turn on the axe 5 and see how many rangers I can almost kill. New patch should make it even more interesting.
It’ll be a very fast suicide as they’ll no doubt be rather glassy. Will be fun to watch people rapid firing their own face to death
It will be a SoS check fest after the update.
LB #2 vs Axe #5 in WvW: LB with SoS on lives, LB with SoS off dies (along with some other glass projectile classes), simple as that in the initial clash.
(and the other 8 elite specs maxed too)
(edited by Belzebu.3912)
One advantage of axe offhand is that it’s relatively rare, so I think a lot of non-rangers aren’t aware of what it does. Not only might they not be aware that thing you just threw at them is coming back to CC them, the reflects… A few weeks ago I wound up 1v2ing two surprisingly good LB rangers. Long story short, they killed themselves. Especially if you pop it while on top of a ranged user, it almost disguises the skill as a melee attack (which it is.)
I see this even in PvE. There is just some sort of disconnect with players and reflects in this game. People know Wall of Reflection, but almost all other projectile reflects are 100% ignored.
They are NOT good if they couldn’t even tell what axe 5 does and kill themselves because they can’t stop auto-attacking. You find them strong only because it’s a 2 V 1 situation. In 1 v 1 situation you can tell they’re very likely inexperience players, especially in PVP, who don’t even understand their own classes. (If you can 1 V 2 and win in SPVP, it clearly shows the pilot of those 2 people are horrible players, one should never lose in 2 V 1 or it just show they’re playing it wrong and need a lot of improvement)
This is not the disconnect with players, they’re just people who only play Dungeon, or doing WvW zerging with some random crap builds or copying meta builds, but have no understanding of their classes what-so-ever. We call these people noobs.
(edited by Aomine.5012)
I just meant they weren’t the typical bearbows you see in WvW. They were using things like “Protect me!”, wolves, etc. Obviously they weren’t familiar with offhand axe though, as I find many people aren’t.
It was actually rapidfire that got one of them, I suspect he didn’t know how to cancel it. Teehee.
I don’t think it’s accurate that you can’t 2v1 skilled players. I’m by no means good enough to take on two people that are competitive in PvP and do anything but put up a valiant effort, but I’ve seen plenty of streams and youtube videos of ultra-skilled players taking on multiple high skill opponents. I consider myself pretty middle of the road for competitive stuff, so two of me would probably lose to someone like sizer. Hell, probably three of me.
There a few guys in my guild who want to try out their rangers after the patch.
This is the build I made for them to try.
http://gw2skills.net/editor/?fNAQNBhOD7kRFqYxaBxhFoaBBEC1qAodMUspwrvwZ9uDpsqrsmK-T1iFABFqGwSKDWT3wgquUlSQAuIAGpkrRVIYSpQCPBgV2fIAACghO0hO0hO0+tvt5vF6vJFATKjA-w
Cant decide if I want holbrak runes and lemongrass food.. or pack runes and vit/toughness food.
Prob holbrak!
There a few guys in my guild who want to try out their rangers after the patch.
This is the build I made for them to try.
http://gw2skills.net/editor/?fNAQNBhOD7kRFqYxaBxhFoaBBEC1qAodMUspwrvwZ9uDpsqrsmK-T1iFABFqGwSKDWT3wgquUlSQAuIAGpkrRVIYSpQCPBgV2fIAACghO0hO0hO0+tvt5vF6vJFATKjA-wCant decide if I want holbrak runes and lemongrass food.. or pack runes and vit/toughness food.
Prob holbrak!
This is very similar to the build that I thought of an hour ago and linked in a similar thread.
Mine emphasizes greatsword damage a bit more though, but I still have to play around with trait placement and gear, to get the right amount of tankiness so I can survive to stack might hahahaha. I’d definetly take lightning reflexes though, just because it cures immobolize, which is basically insta death in WvW if you can’t get rid of it.
Taking a break from GW2 to play various
Nintendo games..
I think your build is lacking stability. I use the signet as an active stab and trait for the rng stab just so my rangers hopefully wont get caught up in the hammers.
Yes immo cure is good!! but i was hoping that holbrak, lemon grass, and purging flames would take care of that..
I do like your muddy terrain!! I didnt even think about using that
Now I want to use it! and this is the new build!
http://gw2skills.net/editor/?fNAQNBhODbkRlKW7YxhFqWDQIULDg3tdMUspgzkYHS5WNYNVA-T1iFABFqGwSKDWT3wgquUlSQAuIAGpkrRVIYSpQCPBgV2fIAACghO0hO0hO0+tvt5vF6vJFATKjA-w
(edited by Hurtappl.6405)
Something I threw together using the weapons, trinkets, etc that I currently have on my ranger. Might just get another greatsword to use in zergs.
Still excited for this patch though. Might actually get bags in zergs. (I main mesmer in WvW and they don’t get jack taco on loot)
Woodshavings-Sylvari Ranger [WIND]
Pretty nice build man!
Do I hear a meta change in the wind?
Whoosh
oosh
… ……. sh
Pretty nice build man!
Do I hear a meta change in the wind?Whoosh
oosh… ……. sh
Haha! I hear it too!
And thanks, man! Might use stones instead to get more power since my crit chance is already high without factoring in fury.
Woodshavings-Sylvari Ranger [WIND]
I guess what I was really asking is does it hit 3 or 5? I think 3.
Was testing this out and I can’t see it fast enough without having a way to record it. There are numbers everywhere in the stationary golem blob in the heart of the mists; it’s definitely hitting more than 3 targets. It feels like it hits an unlimited amount going and coming back or possibly 10 targets combined, but it only pulls 3 targets.
This is very interesting, we need to try and get some confirmation.
This makes the offhand axe a much stronger zerg proposition than previously thought.
Space Marine Z [GLTY]
Something I threw together using the weapons, trinkets, etc that I currently have on my ranger. Might just get another greatsword to use in zergs.
Still excited for this patch though. Might actually get bags in zergs. (I main mesmer in WvW and they don’t get jack taco on loot)
I came to something very similar and I must ask. How did you arrive at this.
When after taking SOTF , I looked at the traits and settled on the same thing.
But I would have LOVED to have had spotter in there as well. Martial mastery might have been nice too.
So I ask why did you opt for Horned axes over these options? (for me it was the stats of skirmishing line and better minors) what about you?
Something I threw together using the weapons, trinkets, etc that I currently have on my ranger. Might just get another greatsword to use in zergs.
Still excited for this patch though. Might actually get bags in zergs. (I main mesmer in WvW and they don’t get jack taco on loot)
I came to something very similar and I must ask. How did you arrive at this.
When after taking SOTF , I looked at the traits and settled on the same thing.
But I would have LOVED to have had spotter in there as well. Martial mastery might have been nice too.So I ask why did you opt for Horned axes over these options? (for me it was the stats of skirmishing line and better minors) what about you?
Hey! That is an excellent question. So, I looked at both builds, the 2/4/2/6/0 and 4/2/2/6/0 and stat wise not that much of a difference between the two builds. I went for honed Axes mainly because when I saw it gave me 210% crit dmg I kind of did a happy dance in my chair.
I will say that with 4 in Marksmanship, it might be a waste of the pet having opening strike. For me at least, I plan on having my drakes on passive only to activate for the lightning breath and frost breath with the occasional command to attack to to the blast finisher drakes do (love them for that). On the flip side of having 4 in MM is that you have Spotter and are contributing to the zerg. But I do like the minor traits in Skirmishing more than opening strikes.
So really, I guess it comes down to preference. I plan on using this build when the patch comes out and of course changes might happen but if multiple rangers are in a zerg (O.o) I guess a few could run Spotter and others focus more on their damage. Both will be contributing to the zerg, one providing crit chance increase and the other higher damage to kill people. Also, Healing Spring has been underrated for so long that more water fields can never be a bad thing.
Hope that answered your question!
Builds: (I put in the Sharpening stones because those made the build hit a tiny bit harder)
Woodshavings-Sylvari Ranger [WIND]
Something I threw together using the weapons, trinkets, etc that I currently have on my ranger. Might just get another greatsword to use in zergs.
Still excited for this patch though. Might actually get bags in zergs. (I main mesmer in WvW and they don’t get jack taco on loot)
I came to something very similar and I must ask. How did you arrive at this.
When after taking SOTF , I looked at the traits and settled on the same thing.
But I would have LOVED to have had spotter in there as well. Martial mastery might have been nice too.So I ask why did you opt for Horned axes over these options? (for me it was the stats of skirmishing line and better minors) what about you?
Hey! That is an excellent question. So, I looked at both builds, the 2/4/2/6/0 and 4/2/2/6/0 and stat wise not that much of a difference between the two builds. I went for honed Axes mainly because when I saw it gave me 210% crit dmg I kind of did a happy dance in my chair.
I will say that with 4 in Marksmanship, it might be a waste of the pet having opening strike. For me at least, I plan on having my drakes on passive only to activate for the lightning breath and frost breath with the occasional command to attack to to the blast finisher drakes do (love them for that). On the flip side of having 4 in MM is that you have Spotter and are contributing to the zerg. But I do like the minor traits in Skirmishing more than opening strikes.
So really, I guess it comes down to preference. I plan on using this build when the patch comes out and of course changes might happen but if multiple rangers are in a zerg (O.o) I guess a few could run Spotter and others focus more on their damage. Both will be contributing to the zerg, one providing crit chance increase and the other higher damage to kill people. Also, Healing Spring has been underrated for so long that more water fields can never be a bad thing.
Hope that answered your question!
Builds: (I put in the Sharpening stones because those made the build hit a tiny bit harder)
So like me you did it for the better minor traits
Have you had any thoughts of taking both in a
4/4/0/6/0 build and forgoing the WS cool down? it will already be quite low with the Entangle CD reduced. I’ve been hesitant to do it but it is a variation I’m going to try. Currently doing 0/4/4/6/0 (cause signets not buffed yet and I like minors in WS more)
(edited by rpfohr.7048)
I guess what I was really asking is does it hit 3 or 5? I think 3.
Was testing this out and I can’t see it fast enough without having a way to record it. There are numbers everywhere in the stationary golem blob in the heart of the mists; it’s definitely hitting more than 3 targets. It feels like it hits an unlimited amount going and coming back or possibly 10 targets combined, but it only pulls 3 targets.
This is very interesting, we need to try and get some confirmation.
This makes the offhand axe a much stronger zerg proposition than previously thought.
Kinda. I use axe 4 in zergs extremely often, and usually it hits like 1 target out and none on the way back. When both the enemies as well as yourself are moving, it gets pretty hard to hit with. However if a zerg restacks on the commander mid fight, that might be a good time to hit the max number of targets.
Another factor is I picked martial mastery over offhand training and the longer axe 4 range.
Maybe it will be easier when combined with SOS so you can stand still while you throw it.
It will be worth it if you hit like 10 targets
Space Marine Z [GLTY]