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  • jonkocajonkoca Member, NW M9 Playtest Posts: 2,586 Arc User
    Tbh, they have fixed mod15, by basically amputating the entire combat system lol.
    No idea what my toon is now.
  • kangkeokkangkeok Member Posts: 1,123 Arc User

    Having to pick feats just for cooldown reduction is obnoxious and keeps us from using those points to otherwise improve performance. Why is it so hard for them to just reduce our long cooldowns and animations?

    I dunno. If what I've experienced is a strong class compared to others, I'd hate to have to play any of the others.

    All I see is a raft of terrible ideas (nerfing aspect of the pack, taking away the movement and damage buffs from longstrider's, HAMSTER up companion enchantments, a bolster stat system that will cost millions upon millions, taking away well-understood stats to introduce new ones that we don't understand) and no good ones. Certainly no evidence of actually listening to player input. It looks like this thing won't be ready for release for a year but nevertheless they're going to rush it out in weeks.

    And all this without fixing much of the mess they made with mod 15.



    Remember that perma longstrider build? It might look fun but 40% dmg buff 24/7? Its the first game I have seen the developer being so kind to the player that they allow it to happen. Anyway, they did it to all other class as well. I wouldn't worry much about our performance falling off till we have played with other classes in the new group content.
  • kangkeokkangkeok Member Posts: 1,123 Arc User



    One thing that I do not like is losing our perma combat advantage with out companion, now you have to be with a player kinda sucks but oh well.

    I think they are trying to tone down the power creep by giving us a hard time to horde those buff together. With longer encounter cooldown and removal of recovery, cheesy 1hit boss meta seems to be over now.
  • durugudesudurugudesu Member Posts: 555 Arc User
    ghoulz66 said:

    High dps. If you say so. Playing with classic archery using split the sky and others. It feels real bad now. Real fun, just waiting around for StS and thorn ward to finish off things while aimed shot aims to tickle them.

    Old trapper style is good and dead, and feels terrible to play. Combat probably not much better.

    Try out more on preview. can still spam encounters due to "storms recovery" multiproccing, which i think is a bug. its like old SOTF bug again from before.

    level 70 on preview(72 now). but like what the fabricant posted on another thread, most dungeons are easily soloable as how things stands now.

    If you are having a hard time its either youre fighting underleveled, or a wrongly scaled enemy, or you aggro 24 enemies that you cant kill at the same time so fast like in LIVE.
  • dragonsbane3dragonsbane3 Member Posts: 190 Arc User
    edited March 2019
    I've tested it and it is definately multiproccing, I'm calling it now that its not WAI. I have video of being able to stack 3 "Split the Skys" on top of each other. They had better not let it go live working like that.
    "The Sweet Ain't As Sweet Without The Sour!"
  • dragonsbane3dragonsbane3 Member Posts: 190 Arc User
    Hey all, with the update that was pushed on preview a lot of stuff changed, I'm going to post some pics let me know what you all think.

    They fixed the +5 Companion gear and its stats are insane compared to the +4s. I stayed with the Chultan Tiger for my companion. I went with a pure dps build on him. He atm can solo groups with ease. here are his stats.

    http://prntscr.com/mvd9l5

    and

    http://prntscr.com/mvd9vv

    the +5 companion items I'm using x 3

    http://prntscr.com/mvd9ri

    With all of that I'm setting at 21,290k Ilvl

    http://prntscr.com/mvdafj
    http://prntscr.com/mvdas3
    http://prntscr.com/mvdava

    These are the boons that I'm running atm, along with the guild power/def ones

    http://prntscr.com/mvdb6h
    "The Sweet Ain't As Sweet Without The Sour!"
  • dragonsbane3dragonsbane3 Member Posts: 190 Arc User
    Here is a list of some of the companion skills. Ofcouse they all depend on what all companions you have acquired. I am missing quite a few companions but still have a nice selection to choose from.
    Offense powers.

    http://prntscr.com/mvdeps
    http://prntscr.com/mvdeuz
    http://prntscr.com/mvdeyq
    http://prntscr.com/mvdf1y

    Defense powers

    http://prntscr.com/mvdfdn

    Utility powers

    http://prntscr.com/mvdfjn
    http://prntscr.com/mvdfp1

    Companion Enhancement skills

    http://prntscr.com/mvdfx3
    http://prntscr.com/mvdg1c
    "The Sweet Ain't As Sweet Without The Sour!"
  • jonkocajonkoca Member, NW M9 Playtest Posts: 2,586 Arc User
    Btw - Is careful attack fixed..? ie. Procs off other people and doesn't have a damn internal cd..? Or has it been side-lined again..?
    No idea what my toon is now.
  • feanor70118feanor70118 Member, NW M9 Playtest Posts: 1,170 Arc User
    kangkeok said:

    Having to pick feats just for cooldown reduction is obnoxious and keeps us from using those points to otherwise improve performance. Why is it so hard for them to just reduce our long cooldowns and animations?

    I dunno. If what I've experienced is a strong class compared to others, I'd hate to have to play any of the others.

    All I see is a raft of terrible ideas (nerfing aspect of the pack, taking away the movement and damage buffs from longstrider's, HAMSTER up companion enchantments, a bolster stat system that will cost millions upon millions, taking away well-understood stats to introduce new ones that we don't understand) and no good ones. Certainly no evidence of actually listening to player input. It looks like this thing won't be ready for release for a year but nevertheless they're going to rush it out in weeks.

    And all this without fixing much of the mess they made with mod 15.



    Remember that perma longstrider build? It might look fun but 40% dmg buff 24/7? Its the first game I have seen the developer being so kind to the player that they allow it to happen. Anyway, they did it to all other class as well. I wouldn't worry much about our performance falling off till we have played with other classes in the new group content.
    I'd argue that 40% is peanuts compared to the amount of self-buffing GWF does (just thrown daggers + unstoppable is 70% without even getting into stacks) so I'm worried. The old system wasn't great but that was mostly due to lack of balance, powers failing to function and absurdly long animations. This new thing is like tearing down a crumbling mansion to put up a trailer park.
  • jonkocajonkoca Member, NW M9 Playtest Posts: 2,586 Arc User
    Nice metaphor. Props. I just hope they don't give that goddamn HAMSTER Barbie the nicest trailer.
    No idea what my toon is now.
  • kangkeokkangkeok Member Posts: 1,123 Arc User
    edited March 2019

    kangkeok said:

    Having to pick feats just for cooldown reduction is obnoxious and keeps us from using those points to otherwise improve performance. Why is it so hard for them to just reduce our long cooldowns and animations?

    I dunno. If what I've experienced is a strong class compared to others, I'd hate to have to play any of the others.

    All I see is a raft of terrible ideas (nerfing aspect of the pack, taking away the movement and damage buffs from longstrider's, HAMSTER up companion enchantments, a bolster stat system that will cost millions upon millions, taking away well-understood stats to introduce new ones that we don't understand) and no good ones. Certainly no evidence of actually listening to player input. It looks like this thing won't be ready for release for a year but nevertheless they're going to rush it out in weeks.

    And all this without fixing much of the mess they made with mod 15.



    Remember that perma longstrider build? It might look fun but 40% dmg buff 24/7? Its the first game I have seen the developer being so kind to the player that they allow it to happen. Anyway, they did it to all other class as well. I wouldn't worry much about our performance falling off till we have played with other classes in the new group content.
    I'd argue that 40% is peanuts compared to the amount of self-buffing GWF does (just thrown daggers + unstoppable is 70% without even getting into stacks) so I'm worried. The old system wasn't great but that was mostly due to lack of balance, powers failing to function and absurdly long animations. This new thing is like tearing down a crumbling mansion to put up a trailer park.
    Old system isn't just about lack of balance or power failing. It mostly about power creep spinning off uncontrollably beyond the roof. Every little thing like 100% crit, encounter spamming, stacking buff and debuff, low cast time, and all the little buff we ask from the dev in the past are adding up. Mod 16 are just a reset button for all. Before I would worried about anything, I'll check out on other class first if I were u. U just cant compare a mod16 HR with a mod15 GWF anymore. Its a whole new different world now.
  • deterrant#6687 deterrant Member Posts: 172 Arc User
    This is my personal view and feel ATM, yeah i only tested combat and trapper, don't care about sitting in long range and doing pew pew damage, not my style, i rather be up close and personal.

    Tried both warden combat and trapper ranger, solo in kessells, barely made a dent on the enemies in there.

    Basic mobs in campaign areas melt like butter. No pet gear in preview, only bondings.

    IL 15.5 Lv.74, power between 55-60k, crit over 40K, accuracy near 30k and armor pen around 38k, CA around 28k, this is at lv. 74. so before down scaling to 70 in kessells.

    I bet this is the way it goes, but i think theres no incentive to run under level 80 dungeon content in mod 16 anyways.

    Unless there are gains to be had. Which i doubt there'll be.

    The solo damage in normal areas is fine, the dungeons on the other hand..., unless you know how to play and maximize you DPS you will get kicked out of them when mod 16 hits live, mark my words, or people just leave cos HAMSTER DPS. Im gonna skip random ques altogether, its gonna be hell.

    IL and stats will be even more emphasized in coming mods, if you are under performing and cant get good gear and build the correct stats you will not be selected when searching for LFG parties or if you simply are HAMSTER at the game, someone who doesn't know what the hell they are doing, the way to make damage is now more about skill and gear. No more OP power and selfbuffing to the moon.

    Now you truly have to make 2 DPS builds or simply take the trapper, one for single target and one for mobs, if you want to clear stuff efficiently.

    Gonna build me a trapper ATM, seems the best way to go, enough single target damage and aoe+ roots, best usage of DPS powers, IMO.

    Split strike is HAMSTER, so is electric and aimed, take either rapid or storm strike, but all at-wills are useless anyways, only good for serpent stacks. Hindering, Constricting, Marauders/LS/Cordon. FG/Slashers and Snipe for dailys. you're GTG.

    Also feats are better for a trapper, IMO, just take Crushing roots and serpents, control and damage, good old stance dance with serpent, Blade Storm is a joke in mod 16 ATM, so is Aspect of the pack. BTW you can spam encounters with a trapper in preview, not quite 24/7 but close. Also the wardens flurry is utter garbage, at-will damage is laughable who wants to buff that?

    Prolly more to change but, at this very moment the best personal results i have had in preview is with a trapper build.

    Noticed in preview that sometimes roots don't do damage to mobs, a bug?. The damage just shows 0, even tho the roots keep ticking.
  • jonkocajonkoca Member, NW M9 Playtest Posts: 2,586 Arc User
    Argh. Have gotten so bored of trapper after something like 4 mods solid from 6-10. Oh well.
    No idea what my toon is now.
  • thefiresidecatthefiresidecat Member Posts: 4,486 Arc User

    ghoulz66 said:

    High dps. If you say so. Playing with classic archery using split the sky and others. It feels real bad now. Real fun, just waiting around for StS and thorn ward to finish off things while aimed shot aims to tickle them.

    Old trapper style is good and dead, and feels terrible to play. Combat probably not much better.

    Try out more on preview. can still spam encounters due to "storms recovery" multiproccing, which i think is a bug. its like old SOTF bug again from before.

    level 70 on preview(72 now). but like what the fabricant posted on another thread, most dungeons are easily soloable as how things stands now.

    If you are having a hard time its either youre fighting underleveled, or a wrongly scaled enemy, or you aggro 24 enemies that you cant kill at the same time so fast like in LIVE.
    just because fabricant can easily solo dungeons doesn't mean it should be expected that everyone can. (I haven't tried it yet. if I can do it everyone can lol. i really have a hard time manuvering on pc lol

    This is my personal view and feel ATM, yeah i only tested combat and trapper, don't care about sitting in long range and doing pew pew damage, not my style, i rather be up close and personal.

    Tried both warden combat and trapper ranger, solo in kessells, barely made a dent on the enemies in there.

    Basic mobs in campaign areas melt like butter. No pet gear in preview, only bondings.

    IL 15.5 Lv.74, power between 55-60k, crit over 40K, accuracy near 30k and armor pen around 38k, CA around 28k, this is at lv. 74. so before down scaling to 70 in kessells.

    I bet this is the way it goes, but i think theres no incentive to run under level 80 dungeon content in mod 16 anyways.

    Unless there are gains to be had. Which i doubt there'll be.

    The solo damage in normal areas is fine, the dungeons on the other hand..., unless you know how to play and maximize you DPS you will get kicked out of them when mod 16 hits live, mark my words, or people just leave cos HAMSTER DPS. Im gonna skip random ques altogether, its gonna be hell.

    IL and stats will be even more emphasized in coming mods, if you are under performing and cant get good gear and build the correct stats you will not be selected when searching for LFG parties or if you simply are HAMSTER at the game, someone who doesn't know what the hell they are doing, the way to make damage is now more about skill and gear. No more OP power and selfbuffing to the moon.

    Now you truly have to make 2 DPS builds or simply take the trapper, one for single target and one for mobs, if you want to clear stuff efficiently.

    Gonna build me a trapper ATM, seems the best way to go, enough single target damage and aoe+ roots, best usage of DPS powers, IMO.

    Split strike is HAMSTER, so is electric and aimed, take either rapid or storm strike, but all at-wills are useless anyways, only good for serpent stacks. Hindering, Constricting, Marauders/LS/Cordon. FG/Slashers and Snipe for dailys. you're GTG.

    Also feats are better for a trapper, IMO, just take Crushing roots and serpents, control and damage, good old stance dance with serpent, Blade Storm is a joke in mod 16 ATM, so is Aspect of the pack. BTW you can spam encounters with a trapper in preview, not quite 24/7 but close. Also the wardens flurry is utter garbage, at-will damage is laughable who wants to buff that?

    Prolly more to change but, at this very moment the best personal results i have had in preview is with a trapper build.

    Noticed in preview that sometimes roots don't do damage to mobs, a bug?. The damage just shows 0, even tho the roots keep ticking.

    shhhhhhhh don't say things aloud about spam...
  • deterrant#6687 deterrant Member Posts: 172 Arc User
    jonkoca said:

    Argh. Have gotten so bored of trapper after something like 4 mods solid from 6-10. Oh well.

    Some people have said and written that combat or archer is a good solid pick too. A lot has changed and will change, well see when we get live.

    I played a trapper/hybrid archer thru mod 3 to mod 13, i think, then went for combat, but kept the trapper in my back pocket and fiddled around it a few times in the latest mods.

    Seems i can play much more fluidly with it in mod 16, than a combat spec, for now. It remains to be seen is that fluidity still there when it hits live.

    Combat feels clunky atm, but i have played so much with a trapper that the changes to the class have made combat that much more "heavier" or "sluggish" to play, compared to a trapper spec on preview. Due to the damage changes on the powers, the feat distribution across paragons and also the class feats, a true overhaul indeed. And recovery of course, lets not forget about recovery...

    I dont really care what i end up with in the end, combat or trapper, or with two specs for boss/mob DPS . As long as i can dish out proper damage in a given situation.

    I tend to pick what does the job best in my own hands and easily enough, not having to rework my play style too much, i can adapt to some changes, but totally relearning the class would stop me from playing this game. Hopefully it does not go that far.

    And hopefully i dont have to resort to an archery spec, i like the idea of a bow + blade spec better, as the class has those weapons at its disposal. And a bit of stance dancing is always fun as hell.

    Prolly gonna try PVP after a long pause too, and see how things work in that direction.
  • mikewho#5331 mikewho Member Posts: 242 Arc User
    > @dragonsbane3 said:
    > Here is a list of some of the companion skills. Ofcouse they all depend on what all companions you have acquired. I am missing quite a few companions but still have a nice selection to choose from.
    > Offense powers.
    >
    > http://prntscr.com/mvdeps
    > http://prntscr.com/mvdeuz
    > http://prntscr.com/mvdeyq
    > http://prntscr.com/mvdf1y
    >
    > Defense powers
    >
    > http://prntscr.com/mvdfdn
    >
    > Utility powers
    >
    > http://prntscr.com/mvdfjn
    > http://prntscr.com/mvdfp1
    >
    > Companion Enhancement skills
    >
    > http://prntscr.com/mvdfx3
    > http://prntscr.com/mvdg1c


    Dear sweet lord! Dragon bane you’re a Demi God!
  • mikewho#5331 mikewho Member Posts: 242 Arc User
    edited March 2019
    Sorry to ask cause I’m not seeing it, but do we still get two stances on a build , archery and melee?

    Well whatever happens I think us Rangers will be ok, we’ve all learned how to come from squishyness in the past mods with what seems like a more complex/challenging brain using way of building our characters than other classes(no offense intended), to being some pretty impressive dpsers.Rangers are built to survive and the few of us that choose the path of Ranger sets us a bit apart. I think when we all chose hunter ranger in the beginning we knew what we were getting into and excepted the challenge then,(unless it was solely based on a Legolas obsession lol). We will rise again.
    Post edited by mikewho#5331 on
  • thefiresidecatthefiresidecat Member Posts: 4,486 Arc User

    Sorry to ask cause I’m not seeing it, but do we still get two stances on a build , archery and melee?

    yes
  • jonkocajonkoca Member, NW M9 Playtest Posts: 2,586 Arc User
    "We will rise again"

    Yeah, that implies we were ever up there in the first place. I'm not denying that HRs are decent dishers of dps, but we've been in second/third place as a dps class for a very long time in end-game content. And in pvp we've been in a bad place ever since we got nerfed in mod 11. Which blows frankly.

    I wouldn't mind if it were a question of skill, but it never has been, we've always been gimped by our mechanics, whether by design or a simple lack of care and understanding on the part of the programmers. Just how long has the gwf/barbie class been top dps now..?

    For the whole of the game since HRs were introduced, it's like we've never been clearly intended for a specific role - are we dps..?, are we controllers..?, are we buffers..? - nope, we are a bit of everything. In the real world this multi-role capability would be an advantage but in the limited frame of this game it's a distinct disadvantage, because we are never first choice for anything.

    Buffers..? There are better buffers, better invite them, and not us.
    Dps..? There are better dps'ers, better invite them, and not us.
    Controllers..? There are better controllers, better invite them...

    ... and not us.

    It's a real pity, for me HR is the most fun class to play, however, we've never had very much positive recognition from the playerbase, we've been hated sure, often and vehemently, but never really appreciated.
    No idea what my toon is now.
  • mikewho#5331 mikewho Member Posts: 242 Arc User
    > @jonkoca said:
    > "We will rise again"
    >
    > Yeah, that implies we were ever up there in the first place. I'm not denying that HRs are decent dishers of dps, but we've been in second/third place as a dps class for a very long time in end-game content. And in pvp we've been in a bad place ever since we got nerfed in mod 11. Which blows frankly.
    >
    > I wouldn't mind if it were a question of skill, but it never has been, we've always been gimped by our mechanics, whether by design or a simple lack of care and understanding on the part of the programmers. Just how long has the gwf/barbie class been top dps now..?
    >
    > For the whole of the game since HRs were introduced, it's like we've never been clearly intended for a specific role - are we dps..?, are we controllers..?, are we buffers..? - nope, we are a bit of everything. In the real world this multi-role capability would be an advantage but in the limited frame of this game it's a distinct disadvantage, because we are never first choice for anything.
    >
    > Buffers..? There are better buffers, better invite them, and not us.
    > Dps..? There are better dps'ers, better invite them, and not us.
    > Controllers..? There are better controllers, better invite them...
    >
    > ... and not us.
    >
    > It's a real pity, for me HR is the most fun class to play, however, we've never had very much positive recognition from the playerbase, we've been hated sure, often and vehemently, but never really appreciated.

    Ah yes Jon I agree with you 100%, even though it contradicts everything I just said, however through all that , the sweat, the tears, the constantly moving to stay alive, the bullying and the nerfs,...... we’re still hunter rangers, Im staying one and haven’t changed since I first picked up the dice.
  • thefiresidecatthefiresidecat Member Posts: 4,486 Arc User
    jonkoca said:

    "We will rise again"

    Yeah, that implies we were ever up there in the first place. I'm not denying that HRs are decent dishers of dps, but we've been in second/third place as a dps class for a very long time in end-game content. And in pvp we've been in a bad place ever since we got nerfed in mod 11. Which blows frankly.

    I wouldn't mind if it were a question of skill, but it never has been, we've always been gimped by our mechanics, whether by design or a simple lack of care and understanding on the part of the programmers. Just how long has the gwf/barbie class been top dps now..?

    For the whole of the game since HRs were introduced, it's like we've never been clearly intended for a specific role - are we dps..?, are we controllers..?, are we buffers..? - nope, we are a bit of everything. In the real world this multi-role capability would be an advantage but in the limited frame of this game it's a distinct disadvantage, because we are never first choice for anything.

    Buffers..? There are better buffers, better invite them, and not us.
    Dps..? There are better dps'ers, better invite them, and not us.
    Controllers..? There are better controllers, better invite them...

    ... and not us.

    It's a real pity, for me HR is the most fun class to play, however, we've never had very much positive recognition from the playerbase, we've been hated sure, often and vehemently, but never really appreciated.

    for awhile we were top dps. mod 11 or 12 maybe 13 something like that... I remember laying waste to all other classes. I was nearly always top of the leaderboard by a lot.
  • mikewho#5331 mikewho Member Posts: 242 Arc User
    > @thefiresidecat said:
    > "We will rise again"
    >
    > Yeah, that implies we were ever up there in the first place. I'm not denying that HRs are decent dishers of dps, but we've been in second/third place as a dps class for a very long time in end-game content. And in pvp we've been in a bad place ever since we got nerfed in mod 11. Which blows frankly.
    >
    > I wouldn't mind if it were a question of skill, but it never has been, we've always been gimped by our mechanics, whether by design or a simple lack of care and understanding on the part of the programmers. Just how long has the gwf/barbie class been top dps now..?
    >
    > For the whole of the game since HRs were introduced, it's like we've never been clearly intended for a specific role - are we dps..?, are we controllers..?, are we buffers..? - nope, we are a bit of everything. In the real world this multi-role capability would be an advantage but in the limited frame of this game it's a distinct disadvantage, because we are never first choice for anything.
    >
    > Buffers..? There are better buffers, better invite them, and not us.
    > Dps..? There are better dps'ers, better invite them, and not us.
    > Controllers..? There are better controllers, better invite them...
    >
    > ... and not us.
    >
    > It's a real pity, for me HR is the most fun class to play, however, we've never had very much positive recognition from the playerbase, we've been hated sure, often and vehemently, but never really appreciated.
    >
    > for awhile we were top dps. mod 11 or 12 maybe 13 something like that... I remember laying waste to all other classes. I was nearly always top of the leaderboard by a lot.

    That’s the spirit cuz! How many other classes can say they earn their dps.
    They get their dps like their mama gives them their kids cuisine chicken nuggets.
  • mikewho#5331 mikewho Member Posts: 242 Arc User
    edited March 2019
    Honestly I would just like to play with a group of rangers, bunch of wheels or soulsites, maybe some velociraptor campanions, every body have bahamut tears and high movement stats, go plant growth crazy, riding hellhounds, drinking Barovia wine.? Be like our own trash mob. Maybe having someone lay portable shrines everywhere during combat just to get that campire stat

    I apologize for getting off topic
  • thefiresidecatthefiresidecat Member Posts: 4,486 Arc User
    there was an hr guild for awhile. hr's don't really synergize that well in a group together imo. I'd rather be the lone hr. at this point in time unless you've got a super great buffing team (and even then) it's going to be a slower run if all you have are hrs. you're better off splitting up the buff types and having another class join you for dps. we do really solid dps. but it's just not as high as some of the others. so while you will get there. it's going to be a bit slower. I don't know what the future holds though.
  • mikewho#5331 mikewho Member Posts: 242 Arc User
    > @thefiresidecat said:
    > there was an hr guild for awhile. hr's don't really synergize that well in a group together imo. I'd rather be the lone hr. at this point in time unless you've got a super great buffing team (and even then) it's going to be a slower run if all you have are hrs. you're better off splitting up the buff types and having another class join you for dps. we do really solid dps. but it's just not as high as some of the others. so while you will get there. it's going to be a bit slower. I don't know what the future holds though.

    Bubble bursted :(
    Just kiddin I was only halfway serious
  • mikewho#5331 mikewho Member Posts: 242 Arc User
    Has anyone heard anything about negation enchantments? I tend to use it almost as much as elven battle.
    @jonkoca
    Just picked up my bloodtheft last night
  • mikewho#5331 mikewho Member Posts: 242 Arc User
    Guys help me out here I’m starting to panic again! I was watch preview enchantments and I haven’t seen a utility for movement!!!?? Does anyone know how the movement speed is handled. I will die in game and real life if my HR can’t move fast enough!😓
  • jonkocajonkoca Member, NW M9 Playtest Posts: 2,586 Arc User
    Too early to say, but it looks like movement in utility slots is toast.

    As for negation, atm. it's been nerfed into non-existence.
    No idea what my toon is now.
  • mikewho#5331 mikewho Member Posts: 242 Arc User
    edited March 2019
    Thanks for the answer @jonkoca even if it’s bad news. I really wish I could type obscene language in the forum because I feel like it’s one of those situations where using a cus word would be ok. Lol I’ll head over to the preview thread and see if anyone can fill the void.
  • wdj40wdj40 Member Posts: 1,958 Arc User

    Honestly I would just like to play with a group of rangers, bunch of wheels or soulsites, maybe some velociraptor campanions, every body have bahamut tears and high movement stats, go plant growth crazy, riding hellhounds, drinking Barovia wine.? Be like our own trash mob. Maybe having someone lay portable shrines everywhere during combat just to get that campire stat



    I apologize for getting off topic

    Funnily enough this happened in the random Intermediete queue a few days ago so I recorded it, nothing special just 5 HR's lol https://xboxdvr.com/gamer/wdj40/video/70459611
    Main - Rydia (HR70) - Xbox One Player only
    Alts :
    Storm (SW70), Edge (TR70), AD Farm (CW70), Grunt (GF70), Rosa (DC70), AD AD AD (GWF70), Your Mum (OP70)

    Member of Q-Snipe
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