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Title: 1.3 Scavenger Hunted Notes
Post by: luckton on June 11, 2011, 06:31:04 AM
Far be it that Trion could just post the notes in one place, they've posted all class changes in each class' forum.

Cleric (http://forums.riftgame.com/showthread.php?206147-Cleric-1.3-Discussion&p=2587451&viewfull=1#post2587451)
Mage (http://forums.riftgame.com/showthread.php?206149-Mage-1.3-Discussion&p=2587455&viewfull=1#post2587455)
Rogue (http://forums.riftgame.com/showthread.php?206150-Rogue-1.3-Discussion&p=2587457&viewfull=1#post2587457)
Warrior (http://forums.riftgame.com/showthread.php?206151-Warrior-1.3-Discussion&p=2587461&viewfull=1#post2587461)
PvP (http://forums.riftgame.com/showthread.php?206153-PVP-1.3-Discussion&p=2587464&viewfull=1#post2587464)

TL;DR - Justicars, Chloromancers and Dominators are getting respecs due to mass changes, almost everyone else is getting tweaked in one or two ways (mostly bugs fixes).
Valor revamped to be a little more useful.
Nothing yet on world, dungeon, crafting, or misc stuff.



Oh, and NO ADDONS IN 1.3  :cry2:


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Threash on June 11, 2011, 06:55:48 AM
Warriors taking it up the ass hard, healers are going to be even harder to kill in pvp.  First failure by Trion.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: luckton on June 11, 2011, 07:35:30 AM
You know what would be refreshing?  If devs actually stated 'reasons' as to why they balance classes the way they do.  Or better yet, explain to us how to adapt to these changes.  Maybe explain why these Warrior changes need to happen? 


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Threash on June 11, 2011, 07:38:42 AM
Their reasons for the warrior changes are solid, they just did not think through the repercussions at all.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Numtini on June 11, 2011, 01:09:45 PM
The warrior changes are idiotic. SLI is a terrible ability. It's too powerful for a single ability period. Too powerful at 2 points, too powerful at 38 points. Too powerful at 51 points. The answer is to remove it entirely and adjust all the variants up by 30 or 40 percent average damage. Moving it up just changes the cookie cutter from champ + cat to para + cat and pisses off anyone who has a good two hander.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Threash on June 11, 2011, 01:22:12 PM
Not to mention the rogues that are going to be competing with us for weapons now.  Rogues who were already out dpsing us and can fill one more role than we do.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: luckton on June 11, 2011, 01:45:22 PM
The warrior changes are idiotic. SLI is a terrible ability. It's too powerful for a single ability period. Too powerful at 2 points, too powerful at 38 points. Too powerful at 51 points. The answer is to remove it entirely and adjust all the variants up by 30 or 40 percent average damage. Moving it up just changes the cookie cutter from champ + cat to para + cat and pisses off anyone who has a good two hander.

Apparently Trion heard you:

Quote


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Draegan on June 11, 2011, 02:31:00 PM
Warriors better back up from my 1h weps.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: luckton on June 11, 2011, 03:16:47 PM
Warriors better back up from my 1h weps.

I'm willing to let them have access to 1hd weapons if they'd back off my Leather gear  :oh_i_see:


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Nebu on June 11, 2011, 03:20:47 PM
... and they completely ruined chloromancer.  They also made clerics even more of the pvp god.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Shatter on June 11, 2011, 05:03:48 PM
Warriors taking it up the ass hard, healers are going to be even harder to kill in pvp.  First failure by Trion.

Valor on clerics was already a large advantage for them in the 50 bracket now every level warfront there is base valor so instantly clerics are given another advantage starting at Warfronts at level 10.  To top it off valor now reduces critical hit damage bonus...grats clerics!!   Am I missing something here?


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Threash on June 11, 2011, 06:06:12 PM
No, you aren't.  Clerics with pvp gear are currently gods in battlegrounds, i was just in a Codex were one guy went to codex at the start while the rest of his team grabbed the other nodes.  The guy just bunny hopped around and about 6 of us could not get him down.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Xanthippe on June 12, 2011, 07:43:12 AM
Awesome.  Kandystriper the 20 cleric will be getting more time leveling in the warfronts.

What will my mage do?  No more lock/chloro, I guess.  Pyro or storm?


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Nebu on June 12, 2011, 10:34:44 AM
What will my mage do?  No more lock/chloro, I guess.  Pyro or storm?

Storm and Pyro both getting nerfed and necro/lock getting fixed.  Looks like they want us to play archon, dom, or chloro in the WF.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: luckton on June 12, 2011, 11:03:27 AM

Storm and Pyro both getting nerfed and necro/lock getting fixed.  Looks like they want us to play archon, dom, or chloro in the WF.
Gotta admit they do bring unique abilities to the table.  I'd rather see smart mages CCing, debuffing and supporting than 10,000 Pyro maniacs.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Nebu on June 12, 2011, 11:16:12 AM
Gotta admit they do bring unique abilities to the table.  I'd rather see smart mages CCing, debuffing and supporting than 10,000 Pyro maniacs.

I play necro/lock in the WF's and my 500 dps build usually comes in the top 3 for damage.  Proof that you do more total dps by not being an obvious target.  I hate all of the cookie cutter builds in pvp. 


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Xanthippe on June 13, 2011, 07:21:48 AM
I play warlock/chloro/archmage in the warfronts, because I like being able to silence, snare and fear when I need to.  Damage-wise, I end up in the top third, healing in the top fourth or fifth, favor at the top.  I think I'm more useful than I would be as pyro or storm, even though my damage would be higher.

I wonder if it will still be a useful build after 1.3.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Draegan on June 13, 2011, 07:43:49 AM
Gotta admit they do bring unique abilities to the table.  I'd rather see smart mages CCing, debuffing and supporting than 10,000 Pyro maniacs.

I play necro/lock in the WF's and my 500 dps build usually comes in the top 3 for damage.  Proof that you do more total dps by not being an obvious target.  I hate all of the cookie cutter builds in pvp. 

Well doing a lot of damage and topping the charts doesn't mean you're actually doing anything.

I mean if you're doing mostly DOT damage that gets healed by random AOE heals that would otherwise be overheals, you're just helping someone else pad their heal charts.

I'm also making a ton of assumptions on how you play the necro/lock too.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Nebu on June 13, 2011, 08:03:19 AM
Well doing a lot of damage and topping the charts doesn't mean you're actually doing anything.

I mean if you're doing mostly DOT damage that gets healed by random AOE heals that would otherwise be overheals, you're just helping someone else pad their heal charts.

I'm also making a ton of assumptions on how you play the necro/lock too.

To be honest, I mostly search the back lines for clerics/bards/chloros and 1) heal debuff them, 2) buff strip them, 3) silence/stun them, and 4) try to nuke them down before the warrior train finds me.  I seldom top the charts in death blows because I'm just trying to create enough of a strain on healers that a true dps class can administer the death blow.  I think that I top the charts in dps because I'm forcing the clerics to heal themselves rather than their supporting cast.  The noobs in the BG are busy killing the tanks/rogues/mages because I'm making life hell for the healers. It seems to work out pretty well if I'm not fighting a high rank premade.  They see me and make sure I'm dead the moment I do anything to their clerics.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: devildog on June 13, 2011, 08:10:55 AM
I wouldn't be jumping to conclusions about clerics just yet. First off, it seems the gap between R1 and R6 is going to be narrowed a bit. Secondly, it looks like dominators might have something to add to the mix now in pvp(haven't run mine on the test server, but a couple of changes look promising). Third, it looks like cleric mana regen is taking a hit. Some people are saying that power problems are noticeable now. So maybe after the changes go live clerics will have mana issues and attacking that will be the way to go.

 Does anyone here play a R4+ cleric here? Just wondering, because seeing things from a rogue perspective might skew things a bit. I have a r3 mage and a r4 cleric atm, and i wouldn't call it god mode by any means. With eradicate spam, warriors that can come close to globalling, mages that can still 1-2 shot occasionally, and the usual problems you have with pug groups, healing is not the god mode i keep seeing it portrayed as. At least this is not the case for me. Trying to play a spec other than a warden mix in pvp is about as frustrating as it gets. Standing still as a healer is a death sentence. From my perspective it usually seems that if i stand still long enough to throw out a 2-3s cast time spell i have just sent the warrior pain train a cordial invitation to curbstomp me. Warden has been the only spec i've been fairly effective with in pvp. Again, i'm not r6 and totally geared out, and i am sure a lot of these gripes stem from that. For every complaint i hear about god mode clerics, i can assure you i can squeal just as loud about warriors,mages, and rogues kicking my teeth in where there was a big gear gap( my fresh r4 vs. their r6 fully geared character). I think we'll see some things change when the gear gap is closed a bit.



Title: Re: 1.3 Scavenger Hunted Notes
Post by: Azuredream on June 13, 2011, 08:24:12 AM
Did they ever nerf the Sacred Heirloom of Eth? That thing was ridiculous.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Nebu on June 13, 2011, 08:35:28 AM
Does anyone here play a R4+ cleric here? Just wondering, because seeing things from a rogue perspective might skew things a bit.

I have an R3 cleric and a R5 mage.  World of difference in survivability between the two.  If a rogue pops out of stealth, my cleric laughs.  Not so much with my mage. 


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Xanthippe on June 13, 2011, 10:55:38 AM
If the rumors I'm hearing are true, I'm surprised that clerics aren't getting nerfed along with warriors and mages this next patch.  But then, I'm also surprised it's taken this long for warrior changes to be effected.  I'm sure clerics will get hit some time, but they are certainly the class to play if one wants max survivability.

World of difference at level 20 between rogue and cleric (or rogue and mage for that matter).  I better get to playing my cleric before there's a flood of them.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Draegan on June 13, 2011, 12:20:28 PM
Did they ever nerf the Sacred Heirloom of Eth? That thing was ridiculous.

In 1.3 it's being made an epic trinket.  Not sure what that means.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Nerf on June 13, 2011, 02:58:17 PM
Did they ever nerf the Sacred Heirloom of Eth? That thing was ridiculous.

In 1.3 it's being made an epic trinket.  Not sure what that means.

It was already nerfed so that it very rarely procs off aoe heals and is pretty much worthless for chloros and bards.  They might be up-tuning it a bit from where it is now and changing it to epic to reflect, or just leaving it where it is and making it epic to dilute the loot table of plutonus even more to frustrate tanks trying to get the 1 goddamn t2 tanking weapon in the game that can only drop off of him and his massive loot table of every epic in the dungeon.

All of these changes and how they will affect pvp is one thing, but for all the bitching about x or y in pvp, this FUCKS pve.  Warriors in full t3 gear+relics on the pts are reporting 700-850dps, down from 1.3k+ on live (likely with shittier gear on live).

Chloros are being completely changed so who knows how viable they'll be and how many we'll need in raids, and stormcallers (our ONLY decent raid dps role) is getting nerfed, again.  Not only is the damage going way down, but now you can't even stack static discharges in a group, as a player can only be effected by it once per minute.

While there are a lot of guilds that have greenscale and ROS on 2 hour farms, the VAST majority of guilds are nowhere near that.  On dimroot only 1 guardian killed has ever killed greenscale, we dropped him twice, and then people started ninjaquitting and we just now got back to the point where we're on him again, and he'll likely die tonight.  Of course, 40-65% of the raid group is made up of the people who dropped him the first 2 times.  No other guardian guild has even killed Johlen yet (2nd GSB boss).  As far as I know, no one but us has gotten past the 2nd boss of GP yet either, and we're the only ones to have killed warmaster/focii in ROS.

Nerfing all of these classes MIGHT bring things 'in line' for the .05%ers that already have full t3/relic gear, but for any other guild that's trying to work on raiding coming out of t2s, even with full t2 gear, these changes leave them fucked.  Proper fucked.

Why the fuck they can't adjust pvp shit separately from pve I don't know, but I'm sick of seeing my pve game ruined so someone can have something else to bitch about in shitty diku pvp.  People are ALWAYS going to bitch about shitty diku pvp, it needs to be completely divorced from pve or you alienate the 90% of people who have no interest in pvp and won't ever bitch on the forums, they'll just unsub and move on when you make everything they've worked hard for worthless.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Draegan on June 13, 2011, 03:08:52 PM
Before you get a heart attack, just wait and see what they are working on the PTS.  One of the devs already said they're working on the warriors now.

Most warrior dps was coming from exploits anyway making them peak at 2k dps.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Shatter on June 13, 2011, 03:13:56 PM
Before you get a heart attack, just wait and see what they are working on the PTS.  One of the devs already said they're working on the warriors now.

Most warrior dps was coming from exploits anyway making them peak at 2k dps.

Fuck Warriors, nerf Clerics


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Ceryse on June 13, 2011, 09:35:07 PM
As a Cleric with fairly extensive time on test, and in a one night full raid clear guild (when numbers permit, sometimes we take two nights if we're down to 16-17 for Greenscale/Alsbeth we'll push them to Thursdays)... I hate the 1.3 changes, especially the effect of the mana regen change in raids. Its going to fuck my guild over a bit, considering we have a few too many dpsers and tanks who take excessive damage that they could avoid if they weren't so lazy and our healers (we usually run 6 healers for everything short of Duke and Johlen which we three heal) didn't compensate.

Change will dramatically reduce the ability of Clerics to cover AE heals, especially on fights like Alsbeth or Greenscale where there's so much possibility of common, spike, AE damage retard dps like to make worse. Having seen some of the changes in a raid environment.. I'm not looking forward to it at all as a Cleric healer, especially when I can look over at the Chloros doing it without mana issues at all.

Dps wise, Clerics don't really need a nerf (our scaling isn't as good as the other classes, so we've peaked, generally) and if the other classes hadn't been hit by the nerf bat, some fair, some not, you'd see the melee cleric dps fall behind. Our caster dps needs a lot of work.

In Pvp.. ugh. I'm not r6, or even r3, so from the perspective of a Cleric who's only recently bothered trying to pvp.. I get rolled, all the time. I so much as peak out from behind a wall and I die. Granted, I don't run in a pre-made or anything, but if I don't run a warden (a spec I hate) I die in seconds the moment anyone realizes I'm a healer. If in warden.. it takes a bit longer, but I still die relatively quick, especially to Warriors and Mages. With the changes, from a quick series testing them on test.. I lived longer and was noticeably more resilient, until I mentioned to the guardians they should start taking my mana away. Then I got to spend entire matches just standing around with 0 mana shortly in and people just throwing stuff on me to keep me in combat so I couldn't drink --  and they still complained I was too powerful in pvp, simply because they had to change their specs from pure burst damage to do it (actual responses from a number of mages/warriors/rogues).

Outside of pvp (which, honestly, I don't really care about; pvp in this game should be regarded for what it is: a sideshow to kill time) the patch is a fairly hefty nerf to clerics of the healing variety. The mana regen change is the complete opposite of what was needed for Clerics, especially for the ones in guilds not plowing through content. The ones in guilds still progressing, or trying to, are the ones who are going oom early in fights as is.

Even as a Cleric that has BiS everything (except relic weapon/off hand because we only get Justicar shields and warrior two handers from Greenscale/Alsbeth) I'm often already chewing mana pots as they come off cool down for things like Alsbeth and Greenscale/Hylas, and that's with tablets. Trying to progress through Hammerknell will be a bitch with the change, from what I've seen.

Mages should see Clerics going for cloth because of it, which strikes me as something Trion didn't intend, but it'll be the only way to cope for a Cleric.

As for the Sacred Heirloom of the Eth; its been nerfed twice now, and in 1.3 received a bit of a buff, finally, to proc rates off of single target heals to put it where it was supposed to be, apparently, with 1.2, but wasn't (where it still procced a fair bit for Chloros and aoe Cleric builds like the senticar/inquisica, and not so much for single target healers).


Title: Re: 1.3 Scavenger Hunted Notes
Post by: luckton on June 15, 2011, 02:45:49 AM
New Warrior notes:

Quote

Also some talk about Clerics crying that they nerfed mana regen, but Trion is saying they're not budging on going back to the old system, as the stat revamp in 1.3 would make all Cleric spells essentially free.

For Mages, Stormcaller's being looked into, and PVP ONLY Pyromancer changes are incoming.

As for Rogues... :cry2:


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Threash on June 15, 2011, 10:42:27 AM
Quote
Hello Warriors, I want to thank you all for your continued patience as we work to resolve issues with Warrior DPS, and for the great feedback you have been giving us. The changes we submitted up to Test balanced out our DPS numbers across our DPS souls but the changes also reduced all of the souls to a level that was below what we intended. In response to the changes we made, and your feedback we have made several further changes to improve all the Warrior DPS souls and balance them so that you have multiple builds to choose from and do not feel trapped in a single cookie cutter build. So without further ado, I am going to give you all a preview of the changes you should see very soon on Alpha. Please keep up the great feedback and thank you all for your patience.


Champion:

    Destroyer’s Bearing - No longer increases the damage of only Attack Point consuming abilities, it now affects all ability attacks.
    Two Handed Specialization - Is now called Weapon Specialization and enhances all attacks, ranged attacks receive half the bonus melee does.


Paragon:

    Teaching of the Five Rings - Now enhances all attacks, ranged attacks receive half the bonus melee does.
    Way of the Mountain - The damage increase to follow up attacks has been increased to 30%.
    Way of the Wind - Now deals its damage as Air damage instead of Physical damage.
    Paired Strike - Now deals Air damage instead of Physical damage. The number of follow up attacks that critically hit has increased from 1 to 3.
    Strike Like Iron – The Damage enhancement has been increased to 20/35/50%.
    Deadly Grace - Now deals damage based on how many points have been spent in the Paragon soul tree. The balance is set so that if you take Deadly Grace when it is first available it will give the same bonus that it used to, from there it will go up for every point spent in the Paragon soul.


Beastmaster:

    Fight As One - Now increases the chance to get a critical hit by 5/10/15% and melee damage by 15/30/45%. It has also had its duration increased to 30 seconds and its cooldown reduced to 25 seconds.



Riftblade:

    Avatar of the Rift - Increased the amount that attack power affects Elemental ability attacks.
    Elemental Touch - Now based on a percentage of Attack Power. This percentage is modified by the number of points spent in the Riftblade soul.
    Enhanced Burst - Now 3 points and increases damage by 10/20/30%.
    Empowered Strikes - New Tier 5 talent that enhances Autoattack damage by a percentage of Attack Power. This percentage is modified by the number of points spent in the Riftblade soul.
    Soul Tree points have been reset due to the addition of a new talent.


Thanks again.

That's... better i guess.  They still don't seem to understand the 24 points in bm vastly out dpses anything else problem warriors have though, going 51 points into any tree is just not viable.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: luckton on June 15, 2011, 10:43:59 AM
Well, so much for me using the /spoiler tag  :oh_i_see:


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Draegan on June 15, 2011, 11:52:26 AM
Rogues are perfectly fine except for bards.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Nebu on June 15, 2011, 12:21:51 PM
Rogues are perfectly fine except for bards.

For PvE, yes.  Pvp... not so much.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Falconeer on June 16, 2011, 05:09:42 AM
Excuse me, what's wrong with rogues in PvP? There's more than one viable spec for rogues based on playstyle and specific Warfront, and some of them are very effective. Am I reading your comment wrong?



Title: Re: 1.3 Scavenger Hunted Notes
Post by: Nebu on June 16, 2011, 05:42:09 AM
Excuse me, what's wrong with rogues in PvP? There's more than one viable spec for rogues based on playstyle and specific Warfront, and some of them are very effective. Am I reading your comment wrong?

Yes.  Rogues are overpowered in PvP, particularly with regard to stealth.  Rogues can initiate any fight that they choose.  If it's not going well, they can vanish or vanish and attack from stealth again at will.  It's a HORRIBLE pvp mechanic.  I'm not even going to get into how tough bards are to kill at R6 or how unbalanced Sabs and Marksmen are. 


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Shatter on June 16, 2011, 06:11:51 AM
Bards suck even up to rank 6.  Im rank 5 and I am still cannon fodder.  Unless you spec with decent enough survivability from Riftstalker, etc you get nuked down hard and fast.  Its sad that a class sucks this hardcore until they reach the maximum PvP end game gear.  The biggest problem with them is scaling...there is none. 

As for rogues being overpowered, geared rogues maybe but ungeared rogues suck.  Clerics and mages that are well geared laugh at rogues who are not.  Point is any class thats geared in Rift is strong(assuming you dont spec like a moron) and this applies to rogues, mages, cleric and warriors. 


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Draegan on June 16, 2011, 06:18:08 AM
I was going to say rogues are shitty in warfronts.

I don't have any fun playing mine at all, then again I haven't put any effort into it. Bards are hard to kill? How?  Their healing is terrible.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Nebu on June 16, 2011, 08:04:00 AM
As for rogues being overpowered, geared rogues maybe but ungeared rogues suck.  Clerics and mages that are well geared laugh at rogues who are not.  Point is any class thats geared in Rift is strong(assuming you dont spec like a moron) and this applies to rogues, mages, cleric and warriors. 

Gear helps, but not as much as someone that knows how to optimize their build for pvp.  The biggest weakness I see that differentiates good pvp players from bad, is that the good player recognize that they need to have certain abilities to be effective in PvP.  Walking into the warfronts with a pve spec is a guaranteed fail regardless of gear unless you have a pocket R6 cleric following you around.  Cooldowns are king in the warfront as are mobility.  Being able to stun/silence/mana drain/ability cancel a caster gives rogues a huge edge against mages and poorly played clerics.  I've watched R6 rogues solo every class in the game effectively in the WF and it's a beautiful thing to watch. 

As for bards, they're more of a nuisance than anything.  When surrounded by a good team, they can be tough to drop.  I guess that could be said for any class.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Threash on June 16, 2011, 08:10:14 AM
After many hours of testing by many top pve warriors it seems that dual wield is by far the best option atm, for both raiding and pvp.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: squirrel on June 16, 2011, 12:57:52 PM
I was going to say rogues are shitty in warfronts.

I don't have any fun playing mine at all, then again I haven't put any effort into it. Bards are hard to kill? How?  Their healing is terrible.

Rogues aren't shitty in WF's. But then I pretty much only play WF's cause getting a T1/T2 group on Dimroot right now is like finding water on the moon.

That said, there are some specific builds you need to be good, like any other aspect of the game. Your Sab/Bd or RGR/Sin build is going to suck fucking hard in PvP. Others, not so much.

EDIT: "Your" as in the generic, not specific to Draegan.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Draegan on June 16, 2011, 01:04:40 PM
I don't PVP at all, so I don't what the good or bad specs are honestly.  I should probably learn.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Threash on June 16, 2011, 02:23:29 PM
Stack bleeds, slip away, let dots tick, come back and finish me.  Seems to be all they do.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Shatter on June 16, 2011, 03:57:41 PM
Stack bleeds, slip away, let dots tick, come back and finish me.  Seems to be all they do.

I play more nightblade...51 points for Living flame.  You almost have to have 32 points in NB for Fell blades(50% reduction to heals) if you want to kill anything as well.  Blackout is one of the single best skills in the game for taking flags and survivaility.  Sin with bleeds/poisons is decent and Ive done it but have always found NB to offer a lot more warfront wise.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: squirrel on June 16, 2011, 04:10:27 PM
44 MM/Anything for eradicate and mobility.
32 NB for Fell blades works somewhat (although NB is kind of poor now IMO).
51 assassin/15 inf is a great build but gear dependent
32 Riftstalker can win Whitefall and Port Scion single handed although you won't kill anyone.

Basically you need Mobility, Purge/Heal Debuff, Damage. Pick 2 of those and you'll be fine.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Falconeer on June 16, 2011, 05:40:46 PM
Yes.  Rogues are overpowered in PvP

Ah, ok. For a second I thought you meant the opposite. We agree completely.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Xanthippe on June 17, 2011, 09:41:14 AM
I was going to say rogues are shitty in warfronts.

I don't have any fun playing mine at all, then again I haven't put any effort into it. Bards are hard to kill? How?  Their healing is terrible.

Bards are not hard to kill.  Interrupts, stuns, or hell, just attacking them with anything.  Anyone can kill a bard faster than the bard can heal itself, and bards can't damage anyone enough to kill them before dying.

Since bards don't scale, though, it's a good choice to run as an r1 to be at least a teeny bit effective in a warfront.

On another note - the rank grind is really not much fun as more people get higher.  There is just far too much difference between the high ranks and the low ranks.  My rogue is r3 and I don't know if I possess the masochism and stamina to continue to play much.  I'm logging in less and less to play my rogue.  Ditto with my mage, although she is r2.

My cleric, though, is having a ball in the 20s bracket.  Every game is close.  Wins/losses seem about even.  It's really fun.  Warfronts just shine pre50.  Post50, not so much.  Since I don't particularly enjoy rolling other people any more than I like being rolled, maybe I'll just stick to leveling up in the warfronts.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Stabs on June 18, 2011, 04:08:07 PM
The strength of the Bard is the AOE healing and the buffs. These are not 1v1 strengths. So yes 1v1 people can and should nuke down a Bard.

I quite often Bard at the start of the warfront but whether I stick with it depends on my team. If we make a pack of 5-8 I follow them we roll over everything and I never die. If all the cats run off in different directions I hit the Role button.

The Soul is fine. And other options are really pretty good. Nightblade has high dps and healing debuff. Assassins are excellent. Marksman are very hard to kill if you have the sense to lurk behind other juicier targets. And even with no gear a debuffing MM is extremely useful. People whine about Wardens when there is a class that can literally shoot the hots off. Many Souls are rubbish if they lose their buffs (I'm looking at you, Justicar).


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Xanthippe on June 19, 2011, 08:55:25 AM
I just switched to this "battle bard" spec - it's really fun.

http://rift.zam.com/en/stc.html?t=1MVcM.Vf0Abs0o0o.Vcb0iRskVz.0V0c
 (http://rift.zam.com/en/stc.html?t=1MVcM.Vf0Abs0o0o.Vcb0iRskVz.0V0c)


Thread with discussion here:
http://forums.riftgame.com/showthread.php?189724-Battlebard-%2832bard-26-bladedancer-8-assasin%29-good-fun!&s=c2bdf713084aceb4fadc8b914e13ecf1 (http://forums.riftgame.com/showthread.php?189724-Battlebard-%2832bard-26-bladedancer-8-assasin%29-good-fun!&s=c2bdf713084aceb4fadc8b914e13ecf1)


This bard spec is more gear-dependent, but still useful at low ranks.  MM using eradicate to strip clerics/mages/warriors also quite helpful early on.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Draegan on June 20, 2011, 08:05:56 AM
That's not a bad PVE spec for 5 mans. 

For PVP: here's something I'd like to try to see if it actually works, Bard/RS/BD:

http://rift.zam.com/en/stc.html?t=0MVcp.E00h.Eczo0qso.x0xchqb0zz



Title: Re: 1.3 Scavenger Hunted Notes
Post by: Nebu on June 20, 2011, 08:20:08 AM
That's not a bad PVE spec for 5 mans. 

Why would anyone play a bard for a 5 man?  1.2 made 5 mans so easy that you really just need a tank, a healer, and 3 dps.  I guess if the tank is overgeared, you could play bard as main healer. 


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Draegan on June 20, 2011, 08:37:06 AM
That's not a bad PVE spec for 5 mans. 

Why would anyone play a bard for a 5 man?  1.2 made 5 mans so easy that you really just need a tank, a healer, and 3 dps.  I guess if the tank is overgeared, you could play bard as main healer. 

I quite agree.  But some people love playing Bards.  If you over gear the instance, that Bard spec can heal during some boss fights and trash though.  Bards are pretty shitty all around though.  Even in Raids they are the third best buffing class behind Warlords and Archons.



Title: Re: 1.3 Scavenger Hunted Notes
Post by: Shatter on June 20, 2011, 09:04:15 AM
I recently tried a bard build with a lot of Riftstalker for the phase shifting and subsequent 15% crit bonus that lasts 10 or 15 seconds after.  Cadence hitting and subsequently healing for 180-200 dmg per tick(crit) is actually pretty dam nice.  Using virtuoso with fury with that crit bonus is pretty nasty spammable dmg to a lot of people.  Its sad though that I need my level of gear and high crit to pull it off. 


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Xanthippe on June 20, 2011, 09:42:17 AM
That's not a bad PVE spec for 5 mans. 

For PVP: here's something I'd like to try to see if it actually works, Bard/RS/BD:

http://rift.zam.com/en/stc.html?t=0MVcp.E00h.Eczo0qso.x0xchqb0zz



I'm going to try it.  Looks like a great spec for running shards.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Draegan on June 20, 2011, 10:03:19 AM
I'd probably tweak it even more with 1 pt into reprisal instead of Dodge.  Also maybe put some points into heal on death instead of +crit from shifting.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Xanthippe on June 20, 2011, 10:31:18 AM
I'm still messing with my bars, but I gained a bunch of hps.  Now at just under 7k.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Sky on June 21, 2011, 07:21:29 AM
Since this seems to be the current build thread, how nerfed have clerics been since beta?

I used to like the Inq mixed with Sent/Just but they took out a lot of the life synergy. Then I rolled a Shaman/Just/something (Inq? Druid?) that was pretty cool for melee. I just started with a Shaman/Just.

I was kind of thinking of something like this:

http://rift.zam.com/en/stc.html?t=00nja.Eedx0rsAz.V0xz.Vq0o (http://rift.zam.com/en/stc.html?t=00nja.Eedx0rsAz.V0xz.Vq0o)

I remember the Shaman/Druid being pretty nice for melee but needing a bit of help in the healing department. Set up mostly for straight physical damage and crits.

The Justicar method is nice for a bit of extra armor and some passive heals, though the nerf to make it proc mostly on Justicar abilities kinda hampers the effect. Something like this: http://rift.zam.com/en/stc.html?t=00nra.Eedx0RsAz.Eu.Va (http://rift.zam.com/en/stc.html?t=00nra.Eedx0RsAz.Eu.Va)


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Threash on June 21, 2011, 08:42:15 AM
Clerics are extremely OP as healers, not sure how they do at anything else.  If you like winning though you are gonna be healing.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Draegan on June 21, 2011, 11:39:50 AM
Since this seems to be the current build thread, how nerfed have clerics been since beta?

I used to like the Inq mixed with Sent/Just but they took out a lot of the life synergy. Then I rolled a Shaman/Just/something (Inq? Druid?) that was pretty cool for melee. I just started with a Shaman/Just.

I was kind of thinking of something like this:

http://rift.zam.com/en/stc.html?t=00nja.Eedx0rsAz.V0xz.Vq0o (http://rift.zam.com/en/stc.html?t=00nja.Eedx0rsAz.V0xz.Vq0o)

I remember the Shaman/Druid being pretty nice for melee but needing a bit of help in the healing department. Set up mostly for straight physical damage and crits.

The Justicar method is nice for a bit of extra armor and some passive heals, though the nerf to make it proc mostly on Justicar abilities kinda hampers the effect. Something like this: http://rift.zam.com/en/stc.html?t=00nra.Eedx0RsAz.Eu.Va (http://rift.zam.com/en/stc.html?t=00nra.Eedx0RsAz.Eu.Va)

Leveling is still your typical Druid(Satyr)/Shaman type of build with a little Justicar on the side.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Sky on June 21, 2011, 11:49:09 AM
Except I don't like Druid/Satyr.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Rasix on June 21, 2011, 12:03:16 PM
I'm having no issues as a shaman.  Doesn't have a lot of buttons, however. It's shaman/druid/warden. Warden just for a hot and ranged pull with waterjet.  Take jolt, it's a free attack off the GCD if you crit.

I switch to a just/shaman/x build for soloing elites and tanking rifts.  Gal was able to solo down that elite 3 man quest in Silverwood.

I may switch to a druid build soon.  Shaman just isn't active enough for me.  It's tough to kill (2 damage shields, 1 hot (warden), Glory of the Chosen, faerie) and kills at a decent pace, but I don't like it a ton right now. It just feels SLOW.  Could be the whole cleric + 2 hander thing, however. 


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Numtini on June 21, 2011, 12:08:05 PM
I'm doing the same thing, except I'm shaman/druid/sentinel for the instant heal rather than the hot. I think it may kill faster than my warrior did, but geezus, it's boring. You basically do nothing but spam either the single or aoe macro for the whole fight.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Sky on June 21, 2011, 12:29:14 PM
I'm having no issues as a shaman.  Doesn't have a lot of buttons, however. It's shaman/druid/warden. Warden just for a hot and ranged pull with waterjet.  Take jolt, it's a free attack off the GCD if you crit.

I switch to a just/shaman/x build for soloing elites and tanking rifts.  Gal was able to solo down that elite 3 man quest in Silverwood.

I may switch to a druid build soon.  Shaman just isn't active enough for me.  It's tough to kill (2 damage shields, 1 hot (warden), Glory of the Chosen, faerie) and kills at a decent pace, but I don't like it a ton right now. It just feels SLOW.  Could be the whole cleric + 2 hander thing, however. 
A shaman/druid/sent build with the instant can solo elites in blues (maybe a couple purples), but it does have to be a crit build. It was better when Justicar would proc off abilities outside that soul. I wish I had kept track of my beta builds. I really like warden, but with sentinel you can pull some utility for the melee side (+att power and crit and a crit+ active).

My healing build was pure warden for a while, but it's too hard to keep up with the spikes and I didn't group enough to practice with other builds.

I was looking at Jolt, but not sure how to fit it in. In that first build I don't even have Rage of the North, and that needs to go in for the crit stuffs. But Jolt slots in great for a crit build, so I'll have to rejig a bit. I could pull a point out of Luminous Gaze (5% chance of crit for 15s) to get RotN (7s of autocrit, 1m CD).

/ramble


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Xanthippe on June 21, 2011, 12:46:58 PM
What's a good pvp dps cleric spec to level up in warfronts with?

I usually play my warden/sent/purifier for healing, but every once in a while there are too many healing clerics in a warfront.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: dd0029 on June 21, 2011, 01:02:19 PM
What's a good pvp dps cleric spec to level up in warfronts with?

I usually play my warden/sent/purifier for healing, but every once in a while there are too many healing clerics in a warfront.

I'm just going to quote myself from the Soul Opinions thread.

I tried the melee cleric builds and found them surprisingly squishy when compared to my necro/lock at any similar level with the added bonus of being way slower. In my 20s I got tired of dying to caster clerics in WFs and decided to out a caster. That was a game changer. With the right spec it was like playing a cross between my necro and a tank warrior and things died fast.  like Inquisitor/Justicar/Sentinel starting at 31. (http://rift.zam.com/en/stc.html?t=00drj.VEkbMt0Rz.VhMI)

Vex the crap out of as many as you want. Find a tree to hide behind to LoS casters. Soul Drain, Circle, Circle, Soul Drain then use your instant cast macro to finish off anything left standing. Repeat. Add Reparation for more healing. Occasionally fight a mob solo for Aggressive Renewal mana and call it a day. I like Sentinel for 20% more crit (Walk in the Light) and another instant cast DD (Life's Vengence), but the bubble in Purifier is handy early on. Past the 11 points in Justicar and the 10 in Sentinel, I just filled out Inquisitor in ways that fit how I like to play.

Other than the tree portion, the instructions are the same. In the case of WFs, find the biggest group of casters standing around, run up to them Soul Drain away.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Sky on June 21, 2011, 01:22:02 PM
I hate macros.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: luckton on June 21, 2011, 01:25:36 PM
I hate macros.

If it wasn't for macros and how they handle skill order/execution, I'd have given up on this game a while back.  Is it cheesy that one could put a bunch of abilities into one macro and spam it for win?  Sure.  But if you can come up with a better way for this multi-class system they've got here that allows me to get things done without giving myself carpel tunnel, I'm all for it  :grin:


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Rasix on June 21, 2011, 01:26:02 PM
I hate macros.

/slow_clap


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Sky on June 21, 2011, 01:39:06 PM
But if you can come up with a better way for this multi-class system they've got here that allows me to get things done without giving myself carpel tunnel, I'm all for it  :grin:
Remove macros and may the best man win.

I should probably stop playing Rift now before it reminds me how much I hate mmo before TOR is released...


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Rasix on June 21, 2011, 02:11:57 PM
Too many buttons and reactives.  I'm not 19 anymore. 


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Draegan on June 21, 2011, 02:40:24 PM
Except I don't like Druid/Satyr.

Ok then play a gimped build until an Inquisitor Soul Drain build works.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Falconeer on June 22, 2011, 06:04:34 AM
Patch is tomorrow and I have NO IDEA how to respec my warrior!  :ye_gods:


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Threash on June 22, 2011, 07:09:09 AM
Thought it was today, what kind of spec do you want? pvp, pve dps, tanking?


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Falconeer on June 22, 2011, 10:22:19 AM
Right, PvP. Of course, of course. And thank you in advance my trusted spec dealer  :heart:


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Threash on June 22, 2011, 12:07:04 PM
Well i don't think any talent calcs are updated yet but 44 paragon 22 champ 0 vind should be extremely strong, if you happen to have a couple decent one handers.  If you want to stick with two handers 35 champion, 20 paragon, 11 void knight will still do tons of damage and has an offensive dispel and knock back immunity going for it.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Falconeer on June 23, 2011, 12:19:06 AM
If you want to stick with two handers 35 champion, 20 paragon, 11 void knight will still do tons of damage and has an offensive dispel and knock back immunity going for it.

That's what I've been using with great success for some time now, but I am worried it will turn obsolete and useless with the modifications and "removal" of Strike Like Iron...


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Threash on June 23, 2011, 03:10:52 AM
It won't be, you get a ton of baseline damage from 20 paragon because teaching of the five rings applies to 2h also now, and you have that extra finisher you don't need to waste on strike like iron anymore.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Shatter on June 23, 2011, 04:12:28 AM
They owe me a free day for the cluster f*ck that was yesterday


Title: Re: 1.3 Scavenger Hunted Notes
Post by: luckton on June 23, 2011, 05:01:39 AM
They owe me a free day for the cluster f*ck that was yesterday

 :uhrr:

As if they haven't realized this and are probably going to, as they have before.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Sky on June 23, 2011, 06:49:57 AM
Glad I found some time to paint my kitchen  :grin:

Last night I rolled a rogue, hadn't really messed around with them much. Took ranger, marksman and then decided to mix in sab. The combo is a lot of fun and pretty insane for soloing. My warrior dies left and right, cleric is pretty solid but slow, mage is about like the rogue but slower and squishier.

Next dilemma: play Defiants or try to integrate with BC. I really don't like guardians much.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: dd0029 on June 23, 2011, 07:19:07 AM
mage is about like the rogue but slower and squishier.

I know what all these words mean, but they don't make any sense.

Necro/locks are indestructible! Soul Purge is where it's at. Pull one with your instant dots and put your pet on it, put essence link up. Pull a second and drain tank it with Soul Purge. Once you get Mortality, you pull however many you feel comfortable with. Mana is never a problem with 2/2 Greater Consumption, everything has eatable buffs.

Rifts are easily soloable through at least the first four stages. The 5th stage is usually doable, though it can get a bit dicey with the melee bosses, you will want to save the red power crystals and think about some of the consumable rift items. Caster bosses are cake.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Rasix on June 23, 2011, 07:20:29 AM
I think he's talking low level, although I'm unsure if clerics ever get quicker.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: dd0029 on June 23, 2011, 07:28:13 AM
I think he's talking low level, although I'm unsure if clerics ever get quicker.

Even then, life leech and essence link are generally enough to keep you up through at least one mob beating on you while your pet tanks another. Its slower to start, but still much more rugged than just about every rogue spec I've tried.

Melee clerics never really did get quicker in my experience. Caster clerics, like and Inquisitor/Justicar, do speed up significantly once you get soul drain.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Sky on June 23, 2011, 08:11:49 AM
I do know clerics and warriors pretty well.

For the mage and rogue, I'm talking low level. I know about how solid a necrolock is for soloing.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: Sky on June 25, 2011, 06:52:53 AM
Phat lewtz. My rogue dug up a broken dagger that I turned in for a blue dagger that does more than double damage the current quest rewards I've been getting and adds physical crit (like 10 or 15 at level 10). Has a cool ice blade, said I was the first on the shard to get it, how can that be? Also gave me first for another of the world event treasure quests. Silverwood isn't that deserted!

It's a bitch taking out invasions and footholds as an assassin, but with this even it's definitely worth trying. The new crit blade helps a TON, I'm knocking down mobs pretty quick for the next couple levels. Does kind of make me wish I had a level 50 so this gear wouldn't be useless in a couple days  :oh_i_see:


Title: Re: 1.3 Scavenger Hunted Notes
Post by: dd0029 on June 25, 2011, 08:04:08 AM
Has a cool ice blade, said I was the first on the shard to get it, how can that be? Also gave me first for another of the world event treasure quests. Silverwood isn't that deserted!

That's because they just hotfixed the map quest to work late last night.


Title: Re: 1.3 Scavenger Hunted Notes
Post by: ezrast on June 26, 2011, 06:01:10 AM
Plus there are just a lot of items when you consider all the possible affixes. My friend got two server firsts last week just from opening the random dungeon reward treasure boxes at 20-something.