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(PSN)Pablogamer585

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Everything posted by (PSN)Pablogamer585

  1. If you want to get actual answers, Customer Care, if you seek online traction from the community, share absolutely every single detail about yer character that makes you believe DE has copied your design from (unknown) years ago. If these respond to the following questions with precision, you have a chance to be on to something: Is Dante (yours) a historian who served the pinnacle of evolution for the human race in the year (4k>?), and afterwards became the friend of a petty shadow of a man who runs a fund-raised museum, that despite having no maintenance costs and being donated multiple millions a year, is incapable of maintaining it to the point of taking a loan from the founder of one of the factions that sprung off that pinnacle of the human race, and had to beg to the main characters as "friends" (whom they never were in the first place) for help? Is Dante (yours) capable of conjuring of copy of his trustworthy notebook where he reads probably all the stories he has written over centuries of serving, with his own melted fingers from his left arm, and also conjuring an ethereal version of a bird species that only exists in mental palace safeguarded in an untouchable dimension, to which only the children who survived a catastrophic disaster by making a pact with a god, can access due to this being a creation of their own mind, when a happening made it so they got split into two different timelines but ultimately reunited after being "killed"? Was Dante (yours) once human but no more? If yes, please further elaborate on what happened to him. Does Dante (Warframe's) bear any suspiciously major resemblance to Dante (yours)? If yes, please provide with a side-by-side demonstration. Does Dante (yours) potentially invalidate, overpower, or make existing (for long) characters pretty much worthless with his bare presence on a team by providing with advantages that are WAY better than the ones those others do? Does Dante (yours) casually stop to read his empty-paged book when doing absolutely nothing for more than 10 seconds? Has Dante (yours) a colour palette inspired by the colour of old paper, gilded gold, ancient (or classic, depends) book cover's soft browns, and a subcoat of fine black, for it's easily fitting on everything? Does Dante (yours) have a very peculiar face that seems to have an evil pointy moustache, while having a hood that doesn't quite look like one at the same time? Is Dante (yours) built like a floating Dorito with slippers? Is Dante (yours) strangely jacked for a historian? Thank you for taking your time to revise these points, weird as they might seem, they are thoroughly important to determine if the newest warframe is indeed a copy of yours. Might want to consider too, if you've ever shared somewhere your D&D for others to see, so it could be remade impersonated.
  2. 1 - You need to punch that vent in front of you repeatedly, slam attacking it sometimes seems to do it faster. 2 & 3 - There is a way up nearby, look for it (sorry if this one sounds far too obvious).
  3. I don't see how being an "area denial" is a favourable argument to keep Aegis Storm the way it is when other abilities provide a very similar function without being restricted to lower movement speeds, nor do I see why would they need to change how the ability works for that matter. A boost in handling is in order, me too thinks. Make her faster, able to cast her other abilities mid flight, and less clunky when landing, what's the problem with that? Are DE afraid that she'll be able to CC a regular-sized area of enemies continuously while providing energy and other buffs to her team? 🤨 That sounds like a good time more than a problem to me.
  4. Have you checked your Railjack/Archwing controls to see if you have the default button unbounded? A friend of mine somehow got his interaction [square] unbounded a while ago and he needed to rebound it.
  5. Since we are at it, also make it so the vial puddles scale off range. They have an immutable 2m radius, range only affects the detonation at the end of Vial Rush, limiting the ability to spread statuses :/
  6. Sure, not an issue as much as a matter of preference for me, stills a change to Consume to work like Reave, and giving the Shadow much higher base health (still don't understand how come the actual "heavy" of the two has the same amount of health as the light like and moves faster, wut) and some armour too put to it, would be a massive QoL change that results in an effective buff to the revive mechanic too, without having to alter it at all. You are correct that many will subsume Sow because they don't see any potential on it. There's a couple things to factor in for this question, but the short answer as to why I would prefer for it to remain the way it is now is that it'd take part of the "brain" out of the equation and become just another lazy AoE nuke combo. Allowing to recast would fundamentally make one of necessary steps to use Sow correctly easily ignorable. Sow is absurdly powerful, I'll elaborate further in a bit, as it's hard to give a short answer for "why not make it recastable", but not being as spammable is part of what keeps it in check. As for energy regeneration: Pets are extremely good to keep it up, moreover after the Pt1 rework, my Sevagoth always used negative efficiency with no issues! Here is the more profound explanation about Sow's damage output potential. 👇 I do believe you could apply your helminth ability to Sevagoth with the Shadow but not the other way around as the Shadow isn't active while Sevagoth is, so you could put Nourish on the Shadow and affect both, whereas Sevagoth could have Dispensary, for example, and also help both. In the case of using the abilities on the opposite order, the Shadow doesn't gain the Nourish buff - tested. A small yet immensely important detail I initially didn't know until something felt off while overseeing my Shadow build today, is that this one already makes use of archon shards. The ones you install in Sevagoth do affect the Shadow as well. Now yes technically this limits the freedom of putting what you want on one or the other but honestly I really like the idea of the Shadow being an extension of Sevagoth mechanically too instead of two separate entities. That means, that if they added at least the melee arcanes to his Shadow Claws which I still do not understand why aren't they treated like Garuda's, you could indeed get a 100% armour strip setup with melee Exposure. Problem currently is due to the limited mods we can put on these you won't be able to make use of the great status chance you'd have at x12 with Weeping Wounds >:( That really annoys me.
  7. On my top 2 frames alongside Atlas, Sevagoth's kit, just like many frames', incoherent as Wally mentions. How come a frame that has an ability that heals him whenever he deals damage, has lower shields than average, low armour, average health, slow movement speed, and on top of that, on the lower-end of energy pool size? If Sevagoth is meant to be a glass cannon, he lacks in every single aspect compared to other frames of the same role. He definitively should have better defences, but not to the same point as does Qorvex, since Gloom not only heals but provides the strongest form of CC in the game. I do believe the correct option in terms of health & armour to be that of Saryn Prime indeed, as similarly she does not have a DR but some survivability in a quick CC form with Molt and a slowly scaling DPS kit. Just because the Shadow exists, I wouldn't really consider that a "second health bar". Sevagoth is prone to die on high levels, moreover on the newer content due to the constant hazards that you can't simply overheal all the times, and that leaves you with a spectral form with a reviving mechanic as clunky as Inaros' pre-updated even if without the range restrictions. He is not tanky, just has a form of heal which is totally different. Thing is if Shadow gets access to his claws to heal Sevagoth then it's just an Inaros Copy pasta. Did the dash work like does Reave which can hit multiple enemies at a time due to it being an AoE instead of only affecting one target at a time, we wouldn't have this issue, moreover if you could affect one enemy more than once which can prevent one from reviving themselves if not enough enemies are nearby, which isn't uncommon. It really shouldn't for balance reasons. Consider what Reap and Sow does, now allow the user to spam 1 & 2 repeatedly, think what will happen. On the current gameplay stage we're at, a single cast of Reap and Sow may destroy a group of tanky enemies, depending on the faction, just so happens that Sevagoth is the bane of the Murmur incarnate, and completely charge your Death Poll, which is ridiculous to me, makes Netracells a joke. Raarsi probably has confused Sow for Reap, as no, Sow is not "recastable via the shadow". Reap "is", as it seems to be capable of triggering Shadow Haze effect despite not gaining the critical chance buff from it. Having tried out helminth abilities on Sevagoth, I'd say removing Sow is a terrible mistake. Removing the Shadow and adding in a form of armour strip on the other hand, yields exceedingly powerful scaling damage, which easily makes the Shadow obsolete and pointless besides looking and feeling cool. No, yes & no? Helminth abilities on the Shadow would lead to Sevagoth being able to carry two helminth abilities on his kit and the helminth system is already enough of a problem within itself as to let a frame be half of himself others. Archon shards, however, that I do want too, for modding the Shadow is honestly difficult. I have more formas on Sevagoth, his Shadow and its claws than on my 4 most forma'd frames together, and still struggle. With Archon Shards, energy on spawn & energy maximum which are the two main problems of the Shadow would easily be eliminated, and if on top of that they let us put arcanes on the Claws, well, get ready to doom the world then because they are very strong already. I do highly disagree with Raars though? Who said you're meant to be on the Shadow for such little time? One does definitively not just build it up to spend a breeze on it and go back to Sevagoth for the most part. You may do that, doesn't mean it's the ideal gameplay loop for it 🤨 On one hand, most exalted melee weapons are way below in performance compared to normal melees, on the other: Shadow hitting for a 12 million bleed proc on a heavy attack or Desert Wind + its augment. I'm not saying they shouldn't, but the power behind these is often overlooked, and lets be honest, they wouldn't get the "Dante/Nezha treatment" because they are not AoE nukes that go through walls for over 30m around you. They are melee weapons with very limited range and KPM potential. Dante and Nezha's nerfs were deserved for balance reasons even if now both are being adjusted to please a part of the community. All I want for my Sevagoth is more health & armour and more ways to spend my Death Poll in impactful ways, I can't be running 5 Tauforged shards (one for armour), Health Conversion & Arcane Blessing and feel like this is the only viable way to survive on high levels come on!
  8. Your profile picture is to be the one as you got in game, but the forums are external therefor it may take a bit to reflect said changes, give it some time.
  9. Glad to see I'm not the only one who has reached peak alchemy with Lavos, although my build is far hp-tankier and slower in cast times than yours, as it's oriented towards ability nuking, Valance Formation is just the cherry on top since the Ophidian bite augment is not for me. Still don't understand how come content creators put him so low on tierlist "cuz he needs much setup" when all I need to do is cast Vial Rush + Catalyse to boom my surroundings. Though I'd say the augment is a liiiittle broken, mainly due to the fact that it applies twice on melee weapons, very weirdly sometimes*, leading to what you mentioned with Corrosive & electricity + melee influence, which I had discovered with my Exec Tenet. Add in two archon shards for extra corrosive stacks as I did, and boom, the bane of all factions in a single frame. He's amazing. We really need a deluxe skin on this guy 🤨 *For example with the Sibear you may proc both cold and heat, sometimes just blast, and sometimes blast and heat, it's extremely weird.
  10. To be fair, it's... not. The 32% critical damage Dreamer's Wrath provides works in conjunction to regular critical damage mods, it's not a final multiplier to your modded critical damage, which means it applies to heavies the same way regular crits do. I much rather use Discipline's Merit for measurable & predictable Tennokai occurrences far more often too, than using this. The multiplier should definitively be final for how painful this mod was to get, but oh wait! They released a Tennokai mods bundle that costs 100 plat so my chances to sell my farmed Tennokai mods are now obliterated. Fuuuuuuuuu- -un fact, that's my favourite heavy sword alongside the War, fell in love with it the moment it was shown, but the overall performance of another impact-based heavy sword and those slam attacks were more underwhelming than yesterday's Dante nerf, so this weekend I'll pick it up again and see what I can get out of it. Sampotes also got a buff for this same reason so might try that too.
  11. Ah, isn't it beautiful when a very special weapon that little choose, indirectly receives a massive buff? Indeed the Vitrica is an amazing melee weapon that is not all that popular but packs a much greater punch thanks to the recent changes, allow me to explain why your setup is "working surprisingly well" much to your surprise; As you clearly know, otherwise you wouldn't be using Boreal's Anguish to throw them in the first place, the glass shards deal about 300% of your weapon's damage when they detonate. Now, you're using Tennokai mods that: - Increase your critical damage. - Increase your damage. - Increase the comfort of performing Tennokai attacks. The glass "blast" does have its own critical and damage stats as well, that most surely scale off combo counter, so riddle me this, if your melee weapon's attack does 1k damage AT BASE, what are the chances that accumulating several multipliers such as: - Heavy slam damage's innate x3. - Combo counter final x3.5 times damage. - Double critical chance on heavy attacks. - More critical chance per hit - aerial hits do seem to count towards it sometimes. leads to dealing impressive damage? I do disagree with your statement about it having modest stats, the Vitrica has quite high-end ones that lead to a potent hybrid greatsword with the possibility to be built in quite some different ways. Only recommendations I'll give for your build besides maxing out those mods when you can afford to do so, will be; Replace Master's Edge for Dreamer's Wrath to free the mod slot on the main grid, and wherever this one was put something like Primed Reach for a comfier effective range, since that 60% of Master's Edge is applied as base weapon damage, not heavy attack damage (you are using three base damage mods basically, it's somewhat redundant). Consider replacing one of the remaining two damage mods you have equipped. If you decide to go the status way, unequip Prime Pressure Point and slot in Weeping Wounds to capitalise on Vitrica's splendid base status chance, or if you rather go for a more heavy attack focus, replace PPP for its Sacrificial variant & Condition Overload for Killing Blow, or keep Condition Overload and replace PPP for Killing Blow. Personally my Vitrica is built for light & heavy attacks with Opportunity's Reach + P. Reach to have a 9m swing, and all three Gladiator mods since this allows me to orange crit without external buffs and grants me some combo duration since I do not like to be forced onto Naramon for Power Spike. Once I get my Crescendo maxed, I may replace the one with Combo duration for Sacrificial Steel since it is a better payoff. There's plenty of other melees where Tennokai has made a severe impact, try out the Keratinos!
  12. Nu worries! To me the ups overcome the lows, as the increased comfort of endless duration on the capacitor + not having to worry anymore about wasting it with the stance combos that include ground slams is quite huge since it forced me to stop amidst a combo. I too do have a riven for my Titron (>240% damage & crit chance, it's 2 Umbral mods in one), and always used light attacks builds on my melees, up until now with Tennokai which has opened a frontier of possibilities. Even without my riven, I'd say the weapon is still fantastic thanks to the new tools we got, although the low attack speed is somewhat wacky. Similarly to the Agendus, or Ekhein which are the most comparable to it imo, the massive potential is cut short by enemy defences, therefore pairing the weapon with a way to deal with those is the better choice. Stills, the Titron does not disappoint me as does the Ekhein due to its good performance for both lights & heavies. I wouldn't buff Slam capacitor again to compensate the problem you're finding with the light attacks, as it simply wouldn't solve it. Honestly only two changes I'd make is give it 0'4m more range to make up for it being the slowest of hammers, similarly to how Ekein has 2'8m & 0'77 attack speed but gains 20% from performing heavies, and better follow-through of 0'7, since it would make sense from a design perspective, for this is much more status-leaning than other hammers, even than Volnus Prime itself. Or, alternatively we could go back to Kuva / Tenet weapons (plz) instead of releasing broken incarnon genesises, and get a Tenet Arca Titron with a similar treatment to the one the Opticor Vandal got compared to the Opticor. I believe both of us would like that.
  13. Wasn't aware of it being nerfed, apologies, haven't seen any patch notes nor heard anything due to being far too busy with work, but now that I've read about it; Meh, won't hit damage cap with ease, but it's still good thanks to the slam damage changes, just gotta work for it, not that Melee Influence re-applying every single damage instance the slam does is broken or anything, but better complain about nerfs to broken stuff than accepting it should be that way, as people did with Dante. Sooo, yeah, I'll see you again when this is actually one of the worse melee weapons in the game in about 10 years due to powercreep, take it easy, it's probably not as bad as you're making it be.
  14. The answer for both those questions is shared across multiple sources: You may obtain frames and weapons from dojo laboratories, for this you'll need to have a clan formed or be part of one. Most frames that are dojo-obtainable are available on the Tenno lab with 2 exceptions that need their own rooms: Yareli and Dagath. You may obtain frames from killing bosses, each boss has 1 frame assigned and they give one of their parts at random upon completing the missions, so you may have to redo the mission a couple times to get all the parts. Main blueprint for the frames that are obtained from bosses can normally be purchased from the market. Some weapons do have their blueprints available on the market as well, this is the console on the right of your ship while in the "cabin". You may obtain weapons, frames, companions and other useful items by opening relics. Relics you may obtain at random from completing missions. Certain frames can only be unlocked via quests, so can some weapons. You may obtain 3 frames from playing Railjack missions, these being Oberon, Sevagoth and Ash, also some excellent weapons are available on this mode too! (Except one called Carmine Penta). Certain warframes are only available on open world vendors or bounty missions, such as Lavos and Xaku on Deimos. Feel free to ask for more help, we'll gladly assist.
  15. It may be slow, yes, it's the highest damage hammer after all, same happens to the Gram Prime, it also has low follow-through, unexpected out of a blunt heavy weapon like a hammer, but man, I sure wonder how many rivens or warframe buffs does that non-helminth Inaros have active to make such a terrible weapon casually hit for the maximum damage possible the game can process, to one-hit ko an enemy with damage reduction, not a single status applied, and armour. I believe even you can count them from watching.
  16. Man, Little Big Planet is looking a bit weird, what did I miss? Gib ak pls
  17. Yep, that was me, for I agreed with what @Inspector said about overguard not being a necessity for every frame despite OP not thinking that this is an argument that can be made against his rework concept simply because other frames can posses it, hence the added like. I see overguard as I see incarnon weapons branching into genesises; a few pure incarnon weapons is okay and original, far too many genesises is not, moreover for they overwrite the history of the weapons they embed to. Same goes for Overguard; why should frames with strong base defences have more layers of protection when there's already solid ones by default within their kits? Say Frost or Styanax which have both great shields and armour values one can work with, and abilities that back these up, plus the team too. Dante's more flimsy so for him I can agree, moreover with his lower shield capacity, though he has a hefty amount of iframes on casts which render him near immortal if played correctly. As for going after a player's stats, I don't see it "pitiful" or "disgusting" as much as simply not that helpful towards the arguments made, therefor irrelevant. It's not that deep so I ignore it. Stills... he is onto something with frame usage, as I believe he wasn't pointing as towards the % but to the kills & assists. I only have 1'1% of Chroma Prime usage yet +70k kills and 10k assists if am not mistaken, I rarely play him so he is I think on my top... 30 or lower? But KV definitively doesn't seem to have much time playing Chroma despite claiming strong affinity for the frame, they even have more assists than kills, which looks extremely suspicious alongside the rather low amount of kills for a top-12 frame of theirs, so I comprehend Inspector believing they are not fit to talk for reworks of a frame they don't seem to have played all that much outside of quoting popular opinions and arguments, as are overguard being a negative to Chroma's Vex Armour, not whole kit. Bit of a tangent here, regarding the Chroma "medals" of Venom & recommendations of Inspector, but more Umbra Forma ≠ better frame knowledge, so the "pipe down cause I got two umbra forma in my frame" looks like a "turning the volume down to see better" situation for it proves nothing more than spent resources on a frame, not time, not longevity. I could put 5 umbra forma on my Yareli tomorrow and that wouldn't make me more knowledgeable of her than I am now. Would even dare say spending more than one Umbra forma on a frame is but a detriment towards the build diversity you can have with them, unless we're talking something like Inaros, Kullervo, Nidus or Atlas, but that's 4-5/57 frames and I doubt Jade will follow on those steps either. So going back to point 1, the way to solve protections messing up a frame that needs to take damage, cannot be but to give him those same protections and overcomplicate his kit in a non-feasible manner. Making him work alongside said mechanics and refining what already exists, does. Hence I am not ashamed for understanding the trainthought of another player and agreeing with some of their opinions. I'm not taking this personally if you believe that is my reason to reply, again it's far from being deep, just speaking my mind out.
  18. Chroma's situation is perplexing to me. He is a multi-elemental frame, as is Lavos, yet he is completely inferior in every aspect to him, and to all other single-element frames, falling closer to Ember in terms of performance for that matter, while requiring of their parts to be built. Having done a Chroma rework thread myself back in the past, mostly to please the mind of my good friend who plays him solely, I have to disagree both with my own concept and the extents to where you're going with yours. Thing is, giving Chroma his own "resource" as you and I have done in different manners, ultimately makes him just another "gauged" frame, while all he needs are tweaks & new synergies to how his abilities work by default to be great. There's been some changes in these past months that really highlight the importance of bringing things back up to speed, as were the changes to shields and stat normalisation of mods, or the tweaks the starter frames received. Point is, doing a full rework to an old frame is mostly unnecessary, and if possible, avoidable. Some of the points you try to formulate don't fully make sense; as Oka mentioned Kullervo is the least prone to give overguard to anyone but himself, or how you say that Spectral Scream should jump from target to target within 5m when it already has its own chain mechanic as do some beam weapons which is pretty much exactly this, just without recursive steps which is what I guess you wanted it to do? (Jumps to all enemies that are within the radius) True that the "rework" Chroma got was far from enough to make him more relevant but it's not like he is a frame that isn't played. Maybe not as popular as the meta / top choices but still fairly picked over others that definitively do need a rework due to how much have the years weighed on them, to the point that some new frame does all they do but better. Personally, I want simple changes to each of his abilities; Spectral Scream isn't bad, it can work on SP if you focus on it, but it's not as good as simply using your weapons. Having 50% more base range and actually scaling off 1:1 with range mods, for it doesn't at all, it's a pitiful 1:4, while granting bonuses to holding it for longer, say having the chance to completely freeze enemies, and having a damage ramp-up as does Sol Gate up to a max of 500% plus then making Vex Armour be a multiplicative bonus to it instead of additive, as is Eclipse for Prism now, should provide with high damage for higher levels. Elemental Ward is better on some elements, but there isn't much to change about the ability itself besides being able to recast it, that I do agree with. Heat and Cold are the best choices, so nothing really to change about them. Electricity's extra shield isn't bad, but I would bump that 30% to 45% and then add a 15% shield recharge delay & 30% recharge speed into the mix for more options when it comes to how you can build Chroma. I do use a shield Chroma with the new augment, it's neat. Toxin provides damage on holstering weapons for few seconds, which is redundant due to Vex armour. The reload speed is useful, and I'd upgrade it to 50%, then replace the damage with accuracy, recoil control and punch-through, purely utility, but very useful depending on your weapon of choice. Punch-through could be translated to follow-through for melees and recoil for perhaps slam area or heavy attack efficiency / combo gain so no playstyle is excluded. Vex armour I would leave mostly as is, with two changes - needing to be damaged, I find the new augment somewhat amusing, they clearly understand the problem - that be that once your scorn is maxed out, part of the damage taken then goes to fury even if you are on shields, or overguard. On health the conversion ratio would be the usual. And then make it so damage taken to overguard counts towards Scorn too, it's that 🦐le Effigy, I don't want anything too complex, no dragon forms, no flippity floppity I fly in my dragon kite, I just want it to be better and truer to its description. It doesn't really boost allies in any way shape or form as of currently, mostly makes Chroma weaker to be fair, nor does imbue enemies with elements as much as it knocks & ragdolls them around the place. I'd keep the current synergy with Vex Armour and disable Spectral Scream while it is active, but also add the following; Make it focus primarily on the area, not just enemy, you're attacking to coat it with status. Make it have synergies with whatever Elemental ward you have active, 50% more range, 50% (total) stronger effects... etc. Make it tap-hold and give it a fixed duration, like does Sandstorm now. On tap command it follow an ally or protect a zone, hold to follow you. When it comes to augments I don't want to sweat it either, would rework Afterburn so that it has no cap and the fireball explodes on a big area with whatever element you've selected (say you used cold SS but decast it with fire, bomba!), would rework Vexing retaliation to simply proc different statuses as does Loki's newest augment, and would rework Guided Effigy to have its own Elemental Ward instead of the same as you so you can have two on 1, or something, I don't know. I simply don't want an exaggerated rework, just something simple yet nice.
  19. Siding with Krism here why would you do that? Regardless, the cheapest & best loadout for archon hunts is - much to my disdain - Revenant + Felarx. Felarx can keep up its damage up high thanks to its perks and that also makes it so modding the weapon is highly flexible, which means you don't really have to invest a forma on it, and Revenant, well, he's the laziest tank in the game, hence why I despise him. No forma needed either...
  20. Man. Good thing I like monsters, guess not everyone has good taste.
  21. If you spread your tunnelled vision a bit outwards of the main attraction, you may notice Blaze artillery's cannons in the very first image.
  22. Call me crazy but there's a couple things that maybe are going under your radar when it comes to focus farming + maximisation of the schools. Lets begin by you own topic: Focus boosters. They don't seem a good idea at all for two reasons: There's a limit to how much focus a player can earn daily, meaning you effectively would waste the effect of boosters. Affinity boosters applying to the conversion rate for focus lenses already provides this effect while not limiting their bonus to just focus. Likewise, buying focus for plat sounds terrible. Not liking endgame content is fine, I do not enjoy Eidolon hunts either, did the ones I needed for my focus schools & that was it, stills, if you want to farm focus fast and efficiently, perhaps you should consider doing SP Circuit, as the amount of focus you gain per Thrax unit is 2'5k, so in a 4-man squad the focus yield can be quite impressive per round (You don't need to kill them yourself, just stay within affinity range). Or, you could do ESO with a lens on a weapon + frame + whatever, and since you get a Focus orb every start of the round, you gain more affinity for 40s, which isn't bad, though squad SP Circuit is way better. As for eidolon shards & schools: You only need 10 of them to unbind all the nodes from all 5 schools (2 each). It's that 🦐le
  23. I don't think Netracells will reset with the update therefore I recommend you do 3 max, and wait until it arrives.
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