[MMO] Rift - Discussion

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HumblePie

Lifer
Oct 30, 2000
14,665
440
126
Again did the beta this weekend to just about the exclusion of anything else. Didn't skip the super bowl as I had a little 10 inc lcd tv to watch it on while playing.

First off, most of what I typed in the review above still holds. They did some major rebalancing for this beta though which included ramping up the difficulty. This is good and bad, since the difficulty increase was at all levels of play. Some souls (i.e. subclasses) combinations at the start are harder to get going than others. Mainly because some souls require a bit more points into them to get essential skills to make them viable solo. They did move some skills around to help this out, but it needs more work. A few soul combinations right now are very difficult to start the game with. Had a few new guildmates to the game get very frustrated over this at the start of this game. Which is something I never heard of until now.

I have still been playing my rogue who is max level for the beta's so far. Which was level 35. I have all souls, including the PVP infiltrator soul. I have purchased all 4 roles as well. Profession wise I am butchering, outfitter, and runecrafting. These are my personal favorite builds for the Rogue so far. The thing is, since the talent trees keep changing every beta, what I plan out now will more than likely not be the same by release time.

Build Number 1. Main and best build IMHO

Bard 33 - Ranger 24 - Whatever 9

This is my favorite and what I consider the best build. Usable in solo PVE, PVP, groups, raids, or whatever. Why this so strong? First off, the pet is great. The basic boar pet is the tank pet and caps out at level 30. Send in the pet first and you have your own tank following you around for solo play. The bard does constant healing with constant dps. The DPS nor the Healing are the best every fight, I will talk about the caveat to this in a second, but it is more that sufficient to keep your pet alive through some major punishment while taking down mobs. The only downside is bards do not get an AoE ability until late. Also the pet doesn't hold agro from multiple monsters at once easily, but it can be done with the skill that transfers agro generated to the pet for a few seconds though. The only downside to my build is the interim of when to go for the next tier of ranger pets. The normal boar and direwolf top out at 30 and 34 respectively. You need to spend 22 points in ranger to get the greater direwolf that reaches level 50 and 24 points for the greater razorback boar. The difficult choice is when to go for these pets, since there is a ton of bard abilities that are needed pretty soon.

If you plan on solo play only, I recommend getting that upgraded boar by level 34. The low level boar can't hit monsters 4+ levels above it, which means it can't tank anymore. So using my build link above, plan out when to get the better boar by level 34 accordingly.

If you plan on grouping more such as leveling through pvp, raids, and dungeons; I would definitely try to get the top bard talent by level 31 called Virtuoso. This is THE bard ability to get. When activated, for the next 15 seconds the bard "finishers" consume no combo points. For 15 seconds, you will do more DPS than any other character type can do at your current level and you can outheal any healer spec. Basically, for 15 seconds, you are a GOD! From damage parsers (which I got from riftjunkies.com) I was able to top over 700 DPS at level 35 with clever use of this ability and the bard AoE Coda of Wrath. The best DPS any mage or othe rogue build could dish out that I saw was around 450~ish DPS with AoE blasting. The only downside is the 3 minute cooldown and that it only lasts for 15 seconds. Which means with global cooldowns you only get 13 to maybe if you are lucky 15 "honks" or uses of your finisher.

This build is basically the jack of all trades and master of none (except when you pop virtuoso). It does constant damage, but will rarely top the DPS chart. It will do constant healing, but will rarely top the healing chart. It can have a pet to off tank. It has great buffs for the whole raid. It also has a few decent debuffs. The best thing about this build is that it is always the hero of the party. The bard makes everyone do what they do better. DPS does much more dps with a bard around. Tanks will tank better. The main healer will heal much more. To top that off, the bard has the best "oh shit" button ability in the game with virtuoso.

The last option for a soul is pretty much left open for me. I have right now Sab in that slot for the zero point AOE sticky bomb. I have been contemplating either doing 9 nightshade or 9 riftstalker. That or sticking with the 0 point sab and putting the rest of the 9 points into either ranger or bard. I'm only level 35 so I'll have to test it out later, especially after more changes are bound to come with the next beta and release as well.


Build Number 2. The tanking build.

Riftstalker 27 - Bladedancer 27 - Bard 12

This is the build I started with, but wish I had not. I am going to say this now, this is a difficult build to start with, especially if you are putting points into riftstalker first. This is the tanking build, but the riftstalker can NOT tank until it gets the ability "Guardian Phase" which is a 18 point ability found in the "root" of the soul tree. However, this is the tanking ability to get. It reduces all incoming damage by 50%. It provides a big buff to all magic resistance. It just ups all tanking mitigation needed to be a tank. Until this point, the riftstalker is WEAK! Low DPS, massive agro generation, and no real mitigation.

Another thing to note is that the devs keep playing around with the riftstalker tree quite a bit. They added this last beta a new ability to generate a mini "rift shield" for 15 seconds after teleporting which is similar to the shield made by the "Rift Guard" talent ability. Unfortunately, these talents do no stack. If you really want to play the riftstalker before level 18 as your main soul, you will need to get Rift Guard as soon as possible, which I think has been moved down to level 11. This ability will give you enough mitigation to survive somewhat most of your fights. You won't be tanking elites for a group or at rifts, but you don't die in a couple swipes either.

I will state this now, the riftstalker tank is an interesting idea, but the current implementation is very clunky. Too many abilities do not synergize well. Too much needs to be picked up from other souls to make a viable main tank for a group. It can be done, but it takes at a minimum waiting to level 18, but more realistically at least level 26 until anything can be done. You are prone to spike damage killing you, you are prone to lag not getting an ability off in time to keep a mitigation skill going which will kill you. You rely on bad teleporting mechanics which do always keep you on your main target. Lowest DPS output of all the rogues and any warrior main tank. The only saving grace the riftstalker has right now is tanking magic based creatures. The MR buff from Guardian Phase and either of the two rift shield talents will mean a rift stalker can tank caster monsters much better than any warrior class at the moment. Even the warrior voidknight as not as good at tanking caster monsters like the riftstalker.

Right now, the only useful thing about the riftstalker is using it as a supplement to another main rogue soul. Adding in some survivability as some dps boosting and teleports is about all it's good for. The build I listed is about the best I found though if you are adamant on main tanking with a rogue. It can be done, but it is better left up to the warrior classes.


Build Number 3. The PVP build

Saboteur 26 - Assassin 31 - Ranger 9

This is the build that goes BOOM! I really love this build for pvp. But beware, this build may make the entire other team focus on you for the rest of the warfront. I have accomplished once a 6 person instant kill with this build during the last beta. Of course I was buffed, but it can be done. This build is straight forward though. Stack on blast charges on a squishy from range. Toss on Time bomb and blow them up with either Detonate or Annihilation Bomb. Use Annihilation if the target is next to other targets. If not, use Detonate. The great thing about Annihilation bomb is that it hits up to 10 targets, and with the Demolition Specialist talent, it will make any charges stacked on the target blow as well. On top of all that, it doesn't remove the combo points so you can detonate for a bit more damage after it goes off.

With the right buffs (especially bard and archon buffs) and the warfront 100% damage boost buff, you will decimate people. I've had crits over 3K even after the recent crit damage nerf with all the buffs running. The accomplishment I did earlier was in the White Steppes pvp warfront. It was 15 on 15 and almost all the guardians were clustered together. I got my blast charges built on someone in the middle and then tossed out an annihilation bomb which hit all 10 max targets I could at once. Every thing critted while I was fully buffed. I hit just about all 10 people the bomb could hit and 6 people dropped dead instantly with the others following quickly after. Suffice it to say, I was focused on everytime there after. Still it was fun to have happen.

Fair warning, this build is great for 1v1 pvp, and big groups. It does not work so well in small skirmishes of 2v2 or 3v3 so much. For 1v1 pvp here is how I kill anyone.

Stealth up to them and use expose weakness a few times and then Incapacitate to mez them. While they are mezzed start building up blast charges since it doesn't break the mez. Toss out the time bomb first as well since it takes 8 seconds before it goes off. Soon as the time bomb goes off, pop detonate and hit them with blinding powder (assassin talent ability). What this does is a massive burst hit followed by another 10 second ranged mez! If they are still alive after the first detonate then do it again! 1v1, people have no chance right now of fighting back or defending against this setup. It's BOOM BOOM!

In big group fights, your defense is hopefully your obscurity. Staying at range and picking out targets to blow up with out flashy effects is what you are aiming for. If the other side doesn't notice what you are doing, you will take down the other team fast. Learn to help focus fire as well with your team mates to make the big group battles go quicker and in your favor.

The reason small fights don't work so well with this build is a) you may not be able to make full use of your mezzes and b) you will be found out as a sab real fast and focused on. This is why you have to be real careful when you start to engage as a sab in small fights. Too soon and you get focused. Too late and your support may die before you can help make an impact.

Still the sab is very fun to play and my build gets more killing blows than any other I've seen so far. I've had numerous Guardian players from the other side send me tells after the match asking how the hell I was building sab to do what I did for damage. Well there it is.

Build Number 4. Build 4, the all around DPS build

Marksman 32 - Assassin 26 - Ranger 8

This is one of the most consistent DPS topping builds I've seen for the rogue. It is great in pvp, decent solo, and good in groups (just watch that the fan out ability doesn't hit extra adds). Bullseye from marksman is great when paired with either strafe for single target or Crossfire for multi targets as each shot in the channel is an auto crit after popping bullseye. For pvp, popping Run And Gun and then Bullseye before smacking someone with Deadeye that has all 5 combo points can be devastating for a burst hit. The speed buffs make this a great pvp build, especially in White Steppes which is capture the flag pvp.

It is a great range build and can melt people in pvp with the consistent damage it puts out. Combine that with a ranged root, mez, snares, and knockbacks for some nice CC in PVP as well (not all of the CC is as useful in PVE mainly because there is no huge indication to notify people that something is mezzed like the mage dominator squirrel ability).

Solo with this build is slightly harder after level 34 as you have to kite beefier monsters which is not always feasible to do in the densely packed monster world of Telara. Up to 34 it is not to bad using the ranger pet, but once you start going after 34+ monsters, that pet is useless.










Well these are the 4 main rogue builds I've grown to like for various reasons. I've tried just about every combo of souls and builds out there that I've read about or can think of but these are the best in my opinion thus far.
 
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Punter

Senior member
Jul 21, 2006
318
1
81
Beta 6 brought a few issues for clerics:
1. Nerf-bat for melee clerics.
2. More difficult mobs have a lot of clerics mentioning that healing 5 man dungeons requires a support healer. A lot of the ones having problems seem to be Purifier spec; so I think it is mainly down to that particular talent tree.
3. Chloromancers (Mage) have more fun. They can dps, cc, heal, and use Warlock tree to get mana drain. Hmm, I may need to look into this more.
4. This may be just me but the dps caster trees are weak. Only up to lvl 21 so maybe they get better?

It seems the developers listened to other classes whine about clerics. Also think they became worried with so many people choosing cleric builds. This was a mistake. People were choosing cleric because it was the one new/fresh idea Rift actually had in its favor. A class that lets someone choose to be dps then switch to healer when the occasion rises. No more wasting hours looking for heals when you can just switch and put a shift in? Yes please. Well, not anymore. If the trend continues the only Clerics will be full-time healers.

Fortunately I enjoy healing. I have been rolling with Warden/Inquisitor/Purifier build and enjoy it for groups. Warden HOT healing is fun. Soloing is a chore and something I hope to almost entirely avoid.
 

HumblePie

Lifer
Oct 30, 2000
14,665
440
126
Beta 6 brought a few issues for clerics:
1. Nerf-bat for melee clerics.
2. More difficult mobs have a lot of clerics mentioning that healing 5 man dungeons requires a support healer. A lot of the ones having problems seem to be Purifier spec; so I think it is mainly down to that particular talent tree.
3. Chloromancers (Mage) have more fun. They can dps, cc, heal, and use Warlock tree to get mana drain. Hmm, I may need to look into this more.
4. This may be just me but the dps caster trees are weak. Only up to lvl 21 so maybe they get better?

It seems the developers listened to other classes whine about clerics. Also think they became worried with so many people choosing cleric builds. This was a mistake. People were choosing cleric because it was the one new/fresh idea Rift actually had in its favor. A class that lets someone choose to be dps then switch to healer when the occasion rises. No more wasting hours looking for heals when you can just switch and put a shift in? Yes please. Well, not anymore. If the trend continues the only Clerics will be full-time healers.

Fortunately I enjoy healing. I have been rolling with Warden/Inquisitor/Purifier build and enjoy it for groups. Warden HOT healing is fun. Soloing is a chore and something I hope to almost entirely avoid.


No, they had stupid OP cleric builds before. Now if you spec healer as a cleric, you won't be out dpsing the tank, rogue, and mage in your group combined. Yes it WAS THAT BAD at one point. I saw a cleric in a group pushing 500+ dps at level 25 before while maintaining a 250+ hps. It was retarded. Then some clerics had really OP abilities like the shaman which had a melee ability like the Champion (for warrior) Deathblow (like WoW Warrior execute) which deals a ton of percentage based damage once the target is below 30% health. The difference is that the Champion ability has a quantifier (target less than 30% health) and the shaman ability didn't. It could be spammed. It was stupid and retarded and removed.

Clerics got hit with a nerf stick because it was needed. They are still VERY powerful though. They can dps through melee with justicar or shaman just as well now as any rogue at least (although warrior is still the best melee dps archetype). The cabalist can nuke just as well as any of the mage classes. On top of that they still have chain armor and healing even while being able to DPS. The difference is they don't top the chart in every category like they did before. They are still the best archetype for being a main healer, just not the best for also tanking and doing dps either. All the archetypes were suppose to have a weakness. Warriors can't heal the group, but they were suppose to be the best at tanking and tied with rogues in melee dps. Clerics were suppose to be the best healing while being tied for second best dps and tanking with having limited ranged nuking power. Mages were suppose to be the main ranged nuking archetype with limited ability to tank (through the pet) but are the second best at healing the group (cloramancer) and the second best group buffer (archon). Rogues are suppose to be the best or at least tied for the best melee dps (LAWL!) and tied for best single target ranged dps and slightly beaten by mages in AoE ranged dps. Their healing is suppose to be weak and they can't rez like the other 3 archetypes.
 
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abaez

Diamond Member
Jan 28, 2000
7,155
1
81
That sabo pvp tactic is going to get nerfed. Some dev said something about it in the forums.

Also, yes, even as a full on healer I did Foul Cascade and was barely able to keep up the tank, and that is basically just spamming my 3 second heal on the MT healing no one else.
 

Phobic9

Golden Member
Apr 6, 2001
1,822
0
71
That sabo pvp tactic is going to get nerfed. Some dev said something about it in the forums.

.

Hell yeah it is. I was pretty much at the top of the warfront charts for most kills with a Bard/sabo with only 4 points in sabo tree.

Nerfed incoming indeed.
 

Punter

Senior member
Jul 21, 2006
318
1
81
No, they had stupid OP cleric builds before. Now if you spec healer as a cleric, you won't be out dpsing the tank, rogue, and mage in your group combined. Yes it WAS THAT BAD at one point. I saw a cleric in a group pushing 500+ dps at level 25 before while maintaining a 250+ hps. It was retarded. Then some clerics had really OP abilities like the shaman which had a melee ability like the Champion (for warrior) Deathblow (like WoW Warrior execute) which deals a ton of percentage based damage once the target is below 30% health. The difference is that the Champion ability has a quantifier (target less than 30% health) and the shaman ability didn't. It could be spammed. It was stupid and retarded and removed.

Clerics got hit with a nerf stick because it was needed. They are still VERY powerful though. They can dps through melee with justicar or shaman just as well now as any rogue at least (although warrior is still the best melee dps archetype). The cabalist can nuke just as well as any of the mage classes. On top of that they still have chain armor and healing even while being able to DPS. The difference is they don't top the chart in every category like they did before. They are still the best archetype for being a main healer, just not the best for also tanking and doing dps either. All the archetypes were suppose to have a weakness. Warriors can't heal the group, but they were suppose to be the best at tanking and tied with rogues in melee dps. Clerics were suppose to be the best healing while being tied for second best dps and tanking with having limited ranged nuking power. Mages were suppose to be the main ranged nuking archetype with limited ability to tank (through the pet) but are the second best at healing the group (cloramancer) and the second best group buffer (archon). Rogues are suppose to be the best or at least tied for the best melee dps (LAWL!) and tied for best single target ranged dps and slightly beaten by mages in AoE ranged dps. Their healing is suppose to be weak and they can't rez like the other 3 archetypes.

Maybe I overreacted. It is only beta.

Clerics are not VERY powerful anymore. Perhaps changes were needed, but they went overboard. I do not agree with your portrait of the classes. Perhaps what you describe is what Trion envisions. I was hopeing for more flexibility within the classes so players are not locked into specific roles, which may be an unrealistic expectation.

Balancing around PvP is going to be a neverending cycle which has consequences on the rest of the game. Whacking an entire class down the dps charts is a big change. Especially taking into consideration the increase of overall pve mob difficulty. Hopefully they can find some kind of compromise between beta 5 and beta 6 Clerics.
 

HumblePie

Lifer
Oct 30, 2000
14,665
440
126
Maybe I overreacted. It is only beta.

Clerics are not VERY powerful anymore. Perhaps changes were needed, but they went overboard. I do not agree with your portrait of the classes. Perhaps what you describe is what Trion envisions. I was hopeing for more flexibility within the classes so players are not locked into specific roles, which may be an unrealistic expectation.

Balancing around PvP is going to be a neverending cycle which has consequences on the rest of the game. Whacking an entire class down the dps charts is a big change. Especially taking into consideration the increase of overall pve mob difficulty. Hopefully they can find some kind of compromise between beta 5 and beta 6 Clerics.

Some of the clerics are still stupid OP on healing. I saw several on the last day surviving about 6 people beating on him with ease in the Codex warfront at level 35. We just couldn't get through his healing and knockbacks. It was ridiculous. I don't know what his spec was, but he was taking everything from two sab builds, a couple of rangers, and a pyro and a warrior of some sort with ease. I was like wtf?


Now as far as not keeping up healing... that was not because of the nerfs to clerics but major buffs to monsters. Especially the monsters in dungeons. On top of that, many of the monsters, especially bosses, do magic damage so your standard Paladin/Reaver/Warlord isn't mitigating really any of the damage. Unless you buff his MR up, the tank is going to drop fast.

Healing wasn't nerfed overall on clerics that I was aware of, nor did anyone in my guild complain that they had a huge drop in healing ability. Some complained they weren't able to dish out the DPS they used to, and some complained at how much harder the monsters were as well. Those are separate issues.




As for what I described, that is exactly what Trion envisions for the classes. Otherwise why have archetypes at all? Warriors are still the number 1 tank for a group most of the time (baring magic damage). Clerics and Rogues have souls that can serve in a pinch. Mages do not. Rogues can't rez and have no burst healing abilities. Warriors have no group healing abilities (but can rez go figure).

Here is how it breaks down. Warriors and Mages are bit more specialized and focused on their strengths and weaknesses. Rogues and Clerics are a bit more of jack of all trades. The mirror and reflect each other. Just like Warriors and Rogues share the same base stats for affecting their abilities while Clerics and Mages share their stats.

The point of the roles and plethora of subclasses is to give flexibility without making any one archetype obsolete. Need some extra healing because the cleric can't keep up with main heals? Then have a mage or rogue switch to a support healing role. Need an off tank? Have a rogue or cleric switch if you can. Need more DPS, have the cleric switch to a role that is a little less healing but more DPS. It is indeed a very flexible system.

Still... there is no way to run through a dungeon with 5 of all archytpes... except for previously in one case which was clerics. 5 warriors can't complete a dungeon for their levels. 5 Rogues can't and neither can 5 Mages. Why should 5 clerics be able to? That is part of what spurred the changes.
 
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HumblePie

Lifer
Oct 30, 2000
14,665
440
126
That sabo pvp tactic is going to get nerfed. Some dev said something about it in the forums.

Also, yes, even as a full on healer I did Foul Cascade and was barely able to keep up the tank, and that is basically just spamming my 3 second heal on the MT healing no one else.

Lol, no different than a lot of other pvp built classes. Nothing fun about being squirreled, fireballed, mezed again, fireballed, stuned, fireballed, squirrel... you get the picture to nausem. Pyro + Dominator is just stupid for pvp right now with mages.

There are plenty of other great pvp combos out there as well. I really hate the shaman + warden crap. Knockback, charge + stun, knockback, charge + stun... ad nausem until dead. There are a few more that are just about a stupid.

The 1v1 is never going to be balanced in this game because of the wide range of abilities. Basically for 1v1, whomever with a good pvp build goes first is typically going to win the fight. It doesn't matter the archetype at all from what I've seen.
 
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brandonb

Diamond Member
Oct 17, 2006
3,731
2
0
Healers are overpowered. Wardens are nearly impossible to kill, we had one warden + reaver combo take on about 6-10 people in a warfront and held their own for along time.

I'll be sad if they nerf sabs, I loved the sab + bard combo.
 

Avogadro

Member
Jan 5, 2011
99
0
61
I got a PM about how well the game performs in terms of framerates, and thought it might be interesting to others. My computer is bleeding-edge (i5-2500K at 4.0GHz, GTX 570, 1920x1200 res, both SSD and HDD plugged into the 6GB SATA ports ) and I can get steady 50fps on the game's default "high" settings.

I've settled on modifying the default "high" settings by cranking up the AF to 8x, using edge smoothing AA (supersampling is a big performance hit even on my machine), and enabling environmental shadows. That gives me about 40fps, which dips into the high 20s/low 30s only in the middle of massive rift invasions. This looks as good as the "ultra" settings (at least to me) but seems to run a bit faster.

Supposedly they are still working on client optimizations so there might be a few extra FPS to squeak out before release, but we'll see. I've also read that their Beta 6 patch seemed to help out the ATI folks in terms of improving performance.
 

Rhezuss

Diamond Member
Jan 31, 2006
4,118
34
91
I read a bit about the classes and this looks really cool.
Is it still possible to enter the beta?
 

coloumb

Diamond Member
Oct 9, 1999
4,069
0
81
Rift OPEN Beta:

http://www.riftgame.com/en/

As for the game and balancing - I can already see talents, souls, gears, etc spiraling into hell with all of the PVP complaints. Why can't someone make an MMO where PVP is a completely separate component from the game - You choose from a default template [ie: TF2 style] and enter the battlefield for PVP rewards.
 

akugami

Diamond Member
Feb 14, 2005
6,210
2,551
136
I think trying to overbalance classes is a losing proposition. In fact, I figure that the ability to mix and match souls is a great answer. A player can customize to fit their needs and still mix and match abilities. Obviously some combinations will be better than others. The main thing is to make each class useful.

One of the things that always pissed me off was the nerfing of enchanters in EQ1. Sure, sometimes enchanters would be overwhelmingly powerful but the tradeoff was that in many other situations they were buffwhores whose DPS was so minor that they shouldn't even bother casting offensive spells. The challenge is for developers to create the game in such a way that all classes are overwhelmingly powerful in a few situations. Each class then feels appreciated. Obviously for PvP spells should act slightly differently for balance reasons but for PvE, there is no need to nerf the crap out of classes.

So far the game looks interesting. I've only had a chance to get to lvl 8 so I'm not too far in but there is enough of a twist to keep things interesting while the rifts help ease overcrowding and camping complaints.
 

Avogadro

Member
Jan 5, 2011
99
0
61
Not only that, but it's so easy to respec your souls that everyone can switch to a "flavor of the month" build as soon as the word gets out. Every calling has at least one soul spec that players in the other three callings are screaming needs to get nerfed.

For example, having played a warrior and a mage in the beta, I can tell you with 100% assurance that ranged rogues (saboteurs and marksmen) and clerics of all types are completely overpowered.
 

Arsinek

Senior member
Feb 9, 2010
599
0
0
Does PVP mean anything in this game or is it more WoW PVP style? In WoW, though you could get good gear through it, the game was about PVE. WoW's focus is raiding.

I prefer Warhammer where the object of the game is world PVP which leads to a PVP scenaro/battleground that is in the form of raiding the other sides capital city.
 

coloumb

Diamond Member
Oct 9, 1999
4,069
0
81
Does PVP mean anything in this game or is it more WoW PVP style? In WoW, though you could get good gear through it, the game was about PVE. WoW's focus is raiding.

I prefer Warhammer where the object of the game is world PVP which leads to a PVP scenario/battleground that is in the form of raiding the other sides capital city.

Sort of - it sounds like they took Tabula Rasa game generated invasions and added PVP aspect to it:

PvP/PvE Activity Overlap

Hi, everyone.

One of the things that got a lot of testing during the most recent beta was the amount of PvP and PvE overlap that people would be experiencing on both PvP and PvE servers. If you played through Scarlet Gorge, you know that's a great place to see how social dynamics play out.

We like the idea of PvE people being able to progress as they expect, and we also like the idea of PvP objectives for those who choose to take part.

Fortunately, both of those activities have a place in Rift.

For PvE content: We'll be implementing some changes to PvE quest areas to lower the likelihood of griefing via blocking the opposing side's PvE progression.

• Wardstones in Quest Camps aren't supposed to be attackable targets, or provide rewards for defeating them. The rewards on those were a bug that's been addressed. Those are part of the PvE land control game of rifts and invasions.

• Guard AI behavior was a little less smart than it should have been. We're improving it such that guards behave much more like an NPC bearing that name would be expected to.

• Guards in PvE areas will prove to be considerably more challenging vs. player targets. They still provide a similar challenge to PvE invasions, but now will be much harder in PvP. We'll be tuning this over time. Expect to see some first balance out during the next beta.

• The Porticulum Masters in particular have enlisted the help of the Portal Defense Force. When they're attacked in PvP, you can expect them to put out a call for help over the planar Porticulum network.

For PvP gameplay:

• Expect additional PvP takeover areas across Telara. There are differently-themed, cool-looking wardstones clearly displayed as PvP targets, down to the faction inscriptions on the side. You can see examples of these PvP objectives in Scarlet Gorge.

• To help out with the spawn camping that was occurring in the shared world, Peace of the Grave (the buff granted when choosing to respawn in a graveyard) will now protect you from PvP attacks for 30 seconds, or until you take your first offensive action.


We do enjoy being able to provide gameplay for people who are fans of both types of activities.

At the places where those interests cross over into griefing in one direction or the other, please do expect us to continue tuning to ensure that the griefing potential is kept to a minimum.


- The RIFT Development Team
 
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Arsinek

Senior member
Feb 9, 2010
599
0
0
Sort of - it sounds like they took Tabula Rasa game generated invasions and added PVP aspect to it:

PvP/PvE Activity Overlap

Hi, everyone.

One of the things...


Can you get geared out PVPing or do you have to PVE?
 

brandonb

Diamond Member
Oct 17, 2006
3,731
2
0
Warfronts have quests which you can get some gear.

Also rarely a decent item will drop in a warfront (when you kill a player, they leave a skeleton that you can loot, not their items, but typically just potions to use, but sometimes a rare blue item)...

But you have to roll against everybody. I see one blue item every 10 warfronts, and with 15 people to roll against, it would take awhile to get any loots.
 

brandonb

Diamond Member
Oct 17, 2006
3,731
2
0
Just/sham/druid is very powerful. My GF was playing one and she said she liked it alot. The first build you list might work better with a necro vs an elementalist, because the lock uses death magic type, and the necro does as well, so their abilities overlap and work together. A warlock might give you a death bonus which the necro abilities will also take avantage of it. Atleast thats what I hear.
 

Sa7aN

Senior member
Aug 16, 2010
204
1
0
Just/sham/druid is very powerful. My GF was playing one and she said she liked it alot. The first build you list might work better with a necro vs an elementalist, because the lock uses death magic type, and the necro does as well, so their abilities overlap and work together. A warlock might give you a death bonus which the necro abilities will also take avantage of it. Atleast thats what I hear.

yea definitely a better pairing

http://rift.zam.com/en/stc.html?t=0zRvq.VdGh.he0IzVVxk.Vx0x
 

coloumb

Diamond Member
Oct 9, 1999
4,069
0
81
what do you think of these builds?

chloro/lock/ele
http://rift.zam.com/en/stc.html?t=0zRvq.VdGh.he0IzVVxk.Vx0x

and

just/sham/druid
http://rift.zam.com/en/stc.html?t=00rna.VuzVV.Eeb0M0c0z.Vqbq0z

mind you im a complete rift noob

Honestly - I would choose the talents that fit YOUR play style and go with it. Additional roles [think dual specs from WoW] are cost effective [2nd role is about 3gold, 3rd role is about 3 plat, not sure about the 4th role] so you can play around with other builds to see what works for you.

I would register/post on the official boards for feedback. There typically are a few posts concentrated on suggested builds which is really helpful.

If you take a minute to see what each choice represents in each soul - you can build a character that suits your play style. You can be a holy warrior [justicar] that casts shadow priest spells [cabalist] and has a pet following you around [druid].. or a healing mage [wtf?! mages can't heal!] with buffs and a warlock type pet.... or a rogue that can huntard and tank.
 

HumblePie

Lifer
Oct 30, 2000
14,665
440
126
Honestly - I would choose the talents that fit YOUR play style and go with it. Additional roles [think dual specs from WoW] are cost effective [2nd role is about 3gold, 3rd role is about 3 plat, not sure about the 4th role] so you can play around with other builds to see what works for you.

I would register/post on the official boards for feedback. There typically are a few posts concentrated on suggested builds which is really helpful.

If you take a minute to see what each choice represents in each soul - you can build a character that suits your play style. You can be a holy warrior [justicar] that casts shadow priest spells [cabalist] and has a pet following you around [druid].. or a healing mage [wtf?! mages can't heal!] with buffs and a warlock type pet.... or a rogue that can huntard and tank.

4 role is about 22 plat.

Also the last few bag slots are expensive. They were 5 plat, 9 plat, 25 plat, and 43 plat for the last four bag slots I bought.
 

pontifex

Lifer
Dec 5, 2000
43,804
46
91
4 role is about 22 plat.

Also the last few bag slots are expensive. They were 5 plat, 9 plat, 25 plat, and 43 plat for the last four bag slots I bought.

unless they were cheaper during the beta, extra roles only cost 30 gold.

edit: oh, so they go up in price each role you buy?
 
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