Sunday, December 15, 2013

Coming from WoW and want to know what class will fit you? I made a guide just for you.


This is a good start for people. It's important to note, though, that not all Rift specs are meant to be used for the same thing. Stormcaller is an AoE soul almost exclusively. Thunderchickens would be well advised to take that into consideration. On the other hand, since there are so many role slots, you don't have to pidgeon hole yourself. For example, Rift mage encompases Warlock, Shadow Priest, Thunderchicken, Fire Mage and Ele Shaman all at the same time. Until you start to raid, you can probably come up with a spec that will closely associate with the play style of any of those specs from Wow. As you learn about Rift though, you'll see how it diverges and you'll shrug off the WoW paradigms.

WoW Class/Role
Primary Functions
RIFT Equivalent
DRUID: Restoration
Heal-Over-Time, Large AoE Heals
CLERIC: Warden
DRUID: Balance
Ranged Magic DPS, Complex Casting
MAGE: Stormcaller/Elementalist
DRUID: Feral Tank
High Avoidance/Mitigation, AoE Threat
WARRIOR: Warlord OR ROGUE: Riftstalker
DRUID: Feral DPS
Small Builders to DoT and a Big Finisher
ROGUE: Bladedancer
PALADIN: Holy
Large Single Target Heals, Buffs
CLERIC: Sentinel
PALADIN: Protection
AoE Threat, Blocking, Self-Healing
CLERIC: Justicar
PALADIN: Retribution
Magic-Based Melee Damage
CLERIC: Shaman or MAGE: Harbinger
HUNTER
Ranged Physical DPS, Pets
ROGUE: Marksman/Ranger
WARLOCK
Damage-Over-Time, Life Drain, Undead Pets
MAGE: Warlock/Necromancer
MAGE
Elemental Damage, Massive Burst
MAGE: Pyromancer/Elementalist
PRIEST: Holy
Well-Rounded Healing, Buffs
CLERIC: Sentinel
PRIEST: Discipline
Shields/Damage Prevention, Single Target Heals
CLERIC: Purifier
PRIEST: Shadow
Single Target Magic Damage, DoTs, Debuffs
CLERIC: Inquisitor/Cabalist
WARRIOR: Arms
2Handed Weapons, Burst Damage
WARRIOR: Champion/Riftblade
WARRIOR: Fury
Dual Wielding, Sustained Damage
WARRIOR: Paragon
WARRIOR: Protection
Physical Tank, Single Target Threat
WARRIOR: Paladin/Reaver
DEATH KNIGHT: Frost
Debuffs, Dual Wielding, Magic Damage
WARRIOR: Riftblade/Paragon
DEATH KNIGHT: Unholy
DoTs, Undead Pet, Magic Damage
WARRIOR: Riftblade/Beastmaster
DEATH KNIGHT: Blood
Self-Sustaining, Anti-Magic Tank
WARRIOR: Void Knight/Paladin
ROGUE: Assassination
Stealth, Attack From Behind, Dual Wield
ROGUE: Assassin
ROGUE: Subtlety
Stealth, Rapid Movements, Avoidance
ROGUE: Bladedancer/Riftstalker
ROGUE: Combat
Dual Wielding, Sustained Damage
ROGUE: Nightblade/Bladedancer
SHAMAN: Elemental
Large Magic Burst DPS
MAGE: Pyromancer/Elementalist
SHAMAN: Enhancement
50/50 Magic/Physical Melee DPS
WARRIOR: Riftblade/Paragon OR ROGUE: Nightblade
SHAMAN: Restoration
Balanced Heals with Passive Healing
CLERIC: Sentinel/Warden
RIFT Classes With No Equivalent


WARRIOR: Tempest
Ranged Magic Attack-Power DPS

ROGUE: Bard
Short-Term Buffs, Varied Skills (Damage/Heals)

ROGUE: Saboteur
Debuffs, Massive Damage Spikes Late in Fights

ROGUE: Tactician
Buffs, Varied Healing Abilities, AoE Damage

MAGE: Archon
Massive Buffs/Debuffs, DoTs, Moderate Damage

MAGE: Dominator
CC Specialist, Some Damage and Buffs

MAGE: Chloromancer
Damage Based Healing, AoE Healing

CLERIC: Defiler
Damage Based Healing and Shields

CLERIC: Druid
Magic-Based Melee Damage, Varied Pets


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[RIFT - Storm Legion] 2.5 - Easy 61 Warlord Guide




Macro's:

Builder~
#show King of the Hill
suppressmacrofailures
cast King of the Hill
cast Decisive Strike
cast Empowering Strike
cast A Quick Death
cast Empowering Strike
cast Piercing Thrust
cast Backhand
cast Wave of Steel
cast Arterial Strike
cast Shock Pulse

Finisher~
#show killing field
cast killing field
cast breaking blow

Self buffs:
Ready Posture
Deadly Posture
Enhanced Conductivity
Storm Blade
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Saturday, December 29, 2012

Rift Bonuses through January 1 [RIFT]


As if Fae Yule wasn't enough, Trion's sweetening the holiday season with bonuses!  Log in and play Rift from December 24 through January 1 and get a 20% bonus on:

  • Guild XP
  • Planar Attunement XP
  • XP from kills
  • Prestige from PvP kills
  • Favor
  • Chance for plaques/marks
  • Planarite
  • Zone Event currencies

If you haven't played lately, check out our Fae Yule guide before you log in!

View the Original article
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Thursday, December 27, 2012

RIFT Warrior Tank builds for patch 2.1

2.1 Tanking has not changed too drastically in terms of playstyle, but the specs are different and I will post them here.

I'm not going to say exactly how to play the most efficient way (rotation, when to use what...etc), you can figure that out for yourself, this is to just get you started on the basics. I take some of these abilities a lot further than mentioned on here.

If you have any ideas on how to make them better or any questions/discussion, feel free to PM me, message me in-game or ask here.

For a final message, just wanted to give a shout out to Atrius to say thanks for the work he has done to fix us, and the time he has personally spent with me and a couple others going over logs and ideas to change warrior tanks for the better.




61 VK/15 Paladin/0 Tempest (same as 2.0)

This spec is my personal favorite, it's not the #1 mitigation, but it's still alright, just be sure you outgear the content.

Cooldown:
Fusion of Flesh: Use when needed (almost dead or expecting a big hit) A shield for 75% of your max hp (OGCD)
Power Shield: Use when expecting a big hit. A 20% mitigation boost for 4s, 30s CD.

Taunts:
Airburst: AOE taunt
Spark: ST taunt
Void Summon: AOE taunt/pull/root, amazing ability for dungeons
Rift Summon: ST taunt/pull/root, again, amazing for dungeons

Builders:
Aggressive block: Maintain 100% uptime on this.
Reckless Strike: This hits HARD with 10 pacts, main builder
Shock Pulse: Ranged builder, use when running in so you don't need discharge and waste 3 pacts of precious mitigation
Discharge: Ranged builder (uses pacts)
Void Storm: AOE semi-ranged builder (uses pacts)
Tempest: AOE builder
Ragestorm: AOE builder

OGCD:
Retaliation: Use after block

Finishers:
Devouring Blow: Main finisher, great damage at 10 pacts
Unstable Reaction: High damage 6 second channel, very nice to gain pacts extremely quick
Rift Reversal: Reflects 3 spells...I personally have no idea how this works, or even if it works. Don't bother with it as I've never had it work before. (OGCD)
Devouring Shield: Absorb shield, good if you don't need damage and want an extra ~2k shield every 3 AP

Utility:
Shock Burst: AOE silence
Shock: ST ranged silence
Spellbreaker: Self cleanse of a curse, gain 1 pact, 15% magic mitigation for 2 seconds (use on cooldown when available)
Spell Sunder: Purge the enemy, gain 1 pact. You can also purge nothing and gain 1 pact, but with 61vk this isn't really necessary at the rate of which you gain pacts.
Rift Shield: Good for wasting pacts and absorbing some big hits (OGCD)
Protective Shield: Good for wasting pacts and absorbing some big hits (OGCD)
Spell Destruction: AOE purge/cleanse 1 min CD


Buffs:
Shield of the Hero
Accord of the Rift
Accord of Power
Accord of Resilience
Accord of Shifting
Unstable Void
Void
Enhanced Conductivity

What to do:
Get to 10 pacts ASAP and spam reckless strike to get AP (or Tempest/Ragestorm/Void Storm if AOE). It's up to you what to do when you get 3 AP, either use shields, or devouring blow. Discharge/Shock Pulse at range, oh SIDENOTE OF AWESOMENESS: You autoattack at range due to 0 Tempest.

When pulling large groups, use Void Summon as it's incredibly efficient as a root/taunt/pull.

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58 Paladin/18 VK/0 Tempest/0 Warlord (10% non-phys damage vs pull)
This is the #1 physical mitigation spec, although very boring to play. This spec is a bit below Reaver, but can be a tad more useful due to Life's Rapture. It's really up to you what you want to play unless it's a super heavy spell fight.

Cooldowns:
Touch of Life: Instant OGCD full heal
Life's Rapture: Instant OGCD raid full heal over 6 seconds and 10% mitigation. Currently it heals 100% of your health instant and heals your raid over time (bug) 1:30 CD.
Light's Protection: Increased heals for 12 seconds, 1m CD (OGCD)
Shield Defense: 30% less damage for 10 seconds, 1m CD (OGCD)
Aegis of the Light: Use when expecting a big hit. A 20% mitigation boost for 4s, 30s CD.

Taunts:
Shield Throw: ST taunt
Judgement: AOE taunt

Builders:
Aggressive Block: Keep it up 100% of the time
Pacification: Your main builder, spam it for mitigation
Light's degree: AOE threat and great ST damage
Sweeping Strikes: AOE threat

OGCD:
Retaliation/Light's Reprisal/Light's Vengeance: Use after block

Finishers:
Light's Benediction: Your main finisher, it's what makes this spec great
Reverent Protection: Pretty terrible aoe shield, use it if you want it

Utility:
Light's Balm/Light's Blessing: Heal target for an amount, good for spot heals and is surprisingly very very useful. I find myself using these quite a bit to help with raid heals.
Shield Charge: Charge, awesome damage as well

Buffs:
Shield of the Hero
Shield of the Chosen
Void
Accord of Resilience

What to do:
Keep up Aggressive Block, Pacifying Strike, and Light's Benediction 100%. Use cooldowns as needed. That's...about it. Super boring.

--------------------------------------------------------------------------------------------

58 Reaver/18 Paladin/0 VK
This is the #1 mitigation spec for spell damage, slightly behind Paladin in terms of physical.

Cooldowns:
Crest of Entropy: 30% less damage for 10 seconds (OGCD)
Crest of Consumption: Use when expecting a big hit. A 20% mitigation boost for 4s, 30s CD.

Taunts:
Grim Lure: ST taunt
Incite: AOE taunt
Concussion: AOE taunt

Builders:
Aggressive Block: Keep it up 100% of the time
Pacification: Your main builder, spam it for mitigation
Flesh Rot: AOE dot
Necrotic Wounds: AOE dot
Soul Sickness: AOE dot
Cyclone Strike: AOE builder with a large range
BLOOD FEVER: AOE dot, sadly..does not hit as hard as pacification :-(

OGCD:
Retaliation: Use after block

Finishers:
Creeping Corruption: AOE aura for 38 seconds
Dire Corruption: Ground target AOE for 38 seconds

Utility:
Light's Balm: Heal target for an amount, good for spot heals and is surprisingly very very useful. I find myself using these quite a bit to help with raid heals.
Crest of the Shadow: Shield for ~2k, it's just...meh. Use it if you want. I like to use it before pulling something

Buffs:
Shield of the Hero
Void
Crest of the Abyss
Binding of Death

Other:
Explosive Infestation/Infestation: Use them at the beginning of a DOT rotation for some extra damage
Plague Bringer: Keep it up to make your dots AOE

What to do:
Keep up Aggressive Block and Pacifying Strike 100% of the time. Keep up all your dots and use Explosive Infestation and Infestation when available at the beginning of a new DOT rotation for some extra damage (if you want). Finish with Creeping Corruption and Dire Corruption if you are on a boss or will be standing still for a while. For ST, spam your dots and pacifying strike, as it's your hardest hitting single ability. When AOEing...you know what to do (BLOOD FEVER).

--------------------------------------------------------------------------------------------

Finally for those interested and too lazy to do any basic sort of math, here are the benefits gained by the individual specs, not including gifts. I initially had a breakdown of all of the specs in comparison and then deleted it...too lazy to redo it :-D.

VK

  • 6% block
  • 10% non-physical damage
  • 10% healing effectiveness
  • 40% attack power
  • 40% weapon contribution
  • 24% resist
  • 25% end
  • 11% armor
  • 10% non-spell mit 
  • 26% spell mit

-----------------

Reaver
  • 6% block
  • 5% hit debuff
  • 15% resist
  • 20% end
  • 11% armor
  • 12% non-spell mit
  • 36% spell-mit

-----------------

Pally

  • 11% block
  • 3% damage reduction while blocking
  • 10% non-physical damage
  • 30% resist
  • 25% end
  • 14% armor
  • 11% non-spell mit
  • 26% spell mit
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Things I wish Rift would adopt.

Long story short and I really do hope a Rift dev catch's this. Currently I am the raid lead for my guild and upon starting this whole excursion I've noticed/missed two things. First, I wish Trion would implement some type of In-game calendar for use by a guild to post individual events/accept signups, not only would this be extremely helpful from an individual stance it would also help us trying to run things. Secondly, I wish Trion would adopt a toggle to allow 20 man content to scale to 10 man forms, granted with reduced gear, I understand that some would absolutely refuse this idea but logically placed it would allow for smaller guilds to see said content.
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Friday, December 14, 2012

RIFT Weekly News Roundup

Today  we're going to be covering all sorts of exciting stuff such as patch 2.1, the run speed increase, World first Crucia, the new gear ranking site 'RIFT Hero' created by the one and only Tarien, the return of conquest and much more!

RIFT 2.1: Endless Eclipse - The Return of Regulos
Only 4 weeks after the launch of Storm Legion trion are already throwing at us a massive bundle of goodies, to keep us well occupied till at least 2014, Later today for north america and tommorow for europe, patch 2.1 should be hitting the live servers, suprisingly the full list of patch notes has yet to be released, even on the PTS, but from what we have already seen it looks like we have a LOT of goodies coming our way!

For the raiders, we see endless eclipse being launched, just 4 days after a couple of the very top end guilds managed to slay crucia who was the final boss in the first raid on storm legion known as Frozen tempest, this raid I believe contains either 5 or 6 bosses (Not to sure) and a mini boss or two, Which should definitely keep us occupied for the next month at minimum!, I expect with the raid being released so close to the festive period, there may be a bit of drama and controversy about who puts the most hours in over the holiday period, but I will be closely following it all and bringing you the latest, also if the first boss happens to be quite easy there may be a bit of dispute on World First entitlements as the patch is released a day earlier in NA, but we will have to see, Trion have previously stated that this is meant to be a step up from Frozen tempest in terms of difficulty, but on the same raiding tier. So the Storm Legion equivlent to Greenscales Blight and River of Souls

Here is the somewhat awesome trailer for 2.1:



Also for the non-raiders 2.1 brings an absolutely awesome solo chronicle known as 'A Hero Rising' where you must defend tempest bay from the forces of the Storm Legion and Crucia attacking and for all you lore junkies this chronicle is action packed with an awesome story, which I won't go into to much details about and let you guys find out for yourselves in the upcoming days! As well as that there is the Fae Yule world event, which introduces tons of fun winter Activities and Vanity games, including sleding, snowball fights and also for the PVP'ers a alternate Christmas themed version of Whitefall Steepes! for more info about 2.1 click here!

Finally with the launch of 2.1 we will hopefully see conquest introduced back into the game re-implemented with different currencies and rewards for Level 60 players, unfortunately the conquest still takes place in stillmoor and has pretty much the same gameplay, just revamped for level 60, but there are some very interesting upgradeable trinkets which Slipmat has more information about in this post here. Personally I would like to see a few changes to the way conquest is played, but I'm sure with all the new abilities that level 60 has bought to players, they will hopefully help to shake things up a bit in conquest.

If you're having dragon problems I feel bad for you son, I got 99 problems but Crucia ain't one

So yes... If you haven't already heard the guild you love to hate... or just plain hate, also known as the guild I currently recide in claimed the World First kill on the queen of storms herself known as Crucia, after getting a two percent wipe, we extended the raid into the early hours of friday morning, making the next day at work for the raiders of special of olympics 'oh so enjoyable'. but yes, I will try not to over-inflate my ego to much on this one and simply leave you with the kill video from my perspective.

WARNING: The following video contains somewhat cleverly timed and also in some places music that self-proclaimed hipsters may find slightly irritating, but otherwise, It is awesome. Enjoy!




Quality of Life Changes
Over the last week we have seen 3 absolutely major quality of life changes to the game, personally I love them all and I think they are a leap in a very positive direction for making the game more accessible to new players and also all around improvement to the feel of the game, the 3 major changes that have happend throughout this week are~
  • Not only has the item limit that dimensions can hold has been increased by roughly 25%-65%, Dimension prices and furnishing prices has been slashed by an absolute truckload, making it easier for people to play about with dimensions to really create the home on their dreams!
  • The run speed both in and out of combat has been increased by 25%, from a personal perspective I LOVE this change, everything feels a lot more fast paced and heroic, espically playing a melee mage most of the time in my scenario it feels like I'm whizzing around causing absolute carnage
  • There is no longer any need to train skills or abilities, they automatically level with you, this change I thought was a brilliant move, going to the class trainer everytime you level and throwing a bit of plat away to get higher ranked skills, was just something that needed to go and I'm glad it did, not only does it mean we save a bit of plat, but it also means we don't have to dash to a trainer everytime we level!
There have been very mixed views about these changes, the only people that appear to dislike them are people who maybe 'splashed out' on a dimension, shortly before the changes became public knowledge and wanted a refund, which is somewhat understandable, but people have argue'd that it is similar to what shops do with sales and prices for stuff in 'reality' fluctuate all the time, with often very little notice, however I'd be very interested to hear your opinion of the changes above in the comments below!


Back To The Future IV
For those of you who are unaware of the lore or maybe have never played a defiant, the initial story in the defiant starting zone is that you are several years in the future at the point where Regulos and his armies have been set free and are just moments away from destroying Telera, your job in the starting area is to battle your way through Terminus and make it to the 'Time Portal' to get sent back in time and then change the future of Telera to prevent the destruction of Telera therefore saving the world.

So on a recent Q and A on Raptr, somebody asked since in Telera's time line we are swiftly moving onto that point what is going to happen? to which a unknown developer responded

"By teleporting into the past, you have irrevocably changed the future - but will we ever have a Terminus sliver that allows you to take part in the end of the world? I can't say yes or no, but there's plenty of road ahead, so who knows!? Certainly fun to think about "

Upon reading this the following image came to mind along with the theme tune of back to the future...


The concept of this and time travel and the impacts is has on future events has always been an area of great interest and excitment to myself and also if you have not already figured out back to the future is probably one of my favourite all time movies, Imagine coming through some sort of time portal and intercepting the destruction of the world moments after your earlier self has just been sent back in time to change the future of telera, set in a raiding enviroment with possibly some amazing raid encounters is just mind blowingly awesome and I for one am really hoping this becomes a reality!

Fae Yule Promotions!
If you haven't already stumbled across it, Trion are doing several Fae Yule promotions to get a handful of christmas themed goodies, including a stack of presents which can be obtained via facebook, a candy cane which can be obtained by signing up to recieve the free newsletter and also an awesome looking winter cape with can be obtained by ascending a friend and them purchasing Storm Legion, more information about how to obtain these goodies can be found by clicking this link!

Okay so I think I will round off my weekly news roundup here, so it is not 'to' long, Hope you all enjoyed it and learnt something... possibly? I probably missed out a few things which I will either later add or cover next week, so not to fear, but anyways as always Enjoy!
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Wednesday, October 10, 2012

Runecrafting "helper"+clicker

I am doing runecrafting things since release and I want to share with you my experience.

First of all, the main problem is where to get material for our crafting. Usually I buy "Soulhides" and "Soulbind Leathers" to craft "Soulbind Leather Belts".

1 Soulhide> 1 Soulbind Leather> 1 Soulbind Leather Belt = Top materials mostly. It's very good to craft this item because if you craft other items like "Soulbind leather boots" it's costs 2 soulbind leathers which gives you same mats.

Second is how to runebreak tons of mats. For now, you don't need to have all your mats in your bags, you just can put all your mats in your personal bank and do crafty things.

For example if you got more then 1000 soulbind leather which ones you need to craft and runebreak (if you got Outfitter and Runecrafter on same character). It's can be done more easily with any "clicker" like this one: Uopilot FREE clicker it's official site so it's safe.




Basically you need to split stacks of your materials like this:


And make one free slot for your craft item on first slot of your first bag.
When you ready just configure your uopilot by clicking on "Add" > "Edit Hotkeys" > And put some keybind here like I do:



Then record your macro by pressing "record macro" bind, like this: Craft your item, runebreak your item > click stop macro. If you want to make this macro work all of time until you stop the macro, just click on "Macros" > "Repeat" and click "infinitely".

Now you can play your macro until you stop it. Here is in-game macro which one I use for now after I done my crafting or out of space: use Perpetual Glow use Kinetic Charge use Flickering Shard use Sentience Surge This is combines all your lowest mats into top mats. After that you can split stacks again and go on.
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Thursday, May 10, 2012

Diablo 3 Hero Guide - - Hell Better Get Ready For YOU

If you're like me, you're probably dying from anticapation waiting for Diablo III to be released on Tuesday. Even though it's only days until the game comes out, it seems the closer we get the worse the wait seems. I've been searching for anything Diablo related to tide me over and that's when I stumbled across Zygor's Diablo III Guide.

I already know of these guys from their kick ass Star Wars: The old republic guides which were a lifesaver and totally changed the way I played that game. These new Diablo III guides look to be just as awesome. You get a complete walkthrough of the whole game from Act I to Act IV, guides for all five classes which tell you how to set your spells and make your characters as powerful as can be, how to optimize your followers to maximize damage and healing, and loads more - including a guide for obtaining all the achievements in the game.

You can check out Diablo 3 Hero Guide on the official website HERE

See you in Hell! Talk soon.


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Monday, April 30, 2012

Rift Callings and the Soul System

If you haven't been reading up on Rift: Planes of Telara, then you might not know about the interesting twist on the class system the have in store for us. First things first, classes are called callings and they are divided into four categories; Warrior, Rogue, Cleric and Mage. Each calling can have up to, speculatively, eight different souls. The are the souls of past heroes being reborn into Telara and as you travel through the world you gain access to more diverse and focused souls. Two souls are officially known for the Warrior (Reaver and Champion), two for the Cleric (Inquisitor and Purifier), two for the Mage (Warlock and Elementalist) and three for the Rogue (Ranger, Nightblade and Blade Dancer.



There have been other details that have been spied out from demonstrations at E3. Three more souls for the Rogue calling have been spotted; those being the Bard, the Assassin and the Riftstalker. Though not seen on a game screen, Scott Hartsman did let the word Pyromancer slip from his lips in one video.

So what's so special? You can access multiple souls at the same time.

As you gain higher levels you open up the abilities to access more than one soul at the same time (pictured above). However it's not as simple as having three classes in one, accessing everything at the same time. As you gain levels you gain Soul Points that can be put into each soul tree. These points are finite though and have to be spread across each tree.

Each soul tree has two parts, the tree and it's roots. As you apply points into the soul tree gaining bonuses for that soul, you also unlock root abilities. Presumably, you don't gain abilities as you level, but as you put soul points into each soul tree.



This is what makes Rift so unique and gives the impression of an amazing system that is incredibly flexible and customizable. If you have, for example, fifty points and have access to three trees you now have to choose how far to go into one soul and gain the more powerful abilities while balancing out the other trees to gain abilities there. Perhaps you can put a few points into a Ranger for some bow attacks but put the rest into a heavy dps melee soul.

As heard in this video the possibilities are really endless. Check out 06:08 of the video below. Russ Brown, VP of Development, gives the impression of Rogues that can tank, Mages that can toss out healing and Tanks that can drop some nukes. The balancing of abilities and tree is going to excite every min/max player out there. Do you use one tree fully? Two? Or go with all three?

by Draegan
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Tuesday, April 24, 2012

Rift Black Garden and Pyro PvP spec (Lvl 19)

Basic PvP Knowledge
I'm going to quickly skim over the basics just to refresh the concepts for everyone and to remind everyone that now is the very best time to set up your keybinds and begin to train your muscle memory. I will presume that everyone knows how to configure their Rift UI and setup appropriate keybinds.

Below I will show and explain my keybinding setup. I urge everyone to bind to what works for them and to put their keybinds in early, even while you only have a few abilities, so that you learn your bindings while leveling.

UI
I have a generic action bar layout that I use across all of my WoW characters, and now Rift characters, as shown in the image below. At this stage I only have a few moves, but I'm expecting my bars to be filled with abilities by the endgame.



Keybinds
For now I have my bindings as follows:
1 : Flame bolt
2 : Fireball
3 : Countdown
4 : Inferno
` : Fire Storm
Z : Thunder Blast
X : Ground of Power
C : Transmogrify
V : Break Free
F : Flame Jet
Shift 1 : Flicker
Shift W : Fire Armor
T : Burning Bonds
G : Cinder Burst
Shift A : Internalize Charge
Shift S : Smouldering Power
Shift D : Detaunt
Shift B : Burning Intellect
F1 : Set Focus
F2 : Soul Recall
Shift E : Heroic Resolve (Racial Ability)

Build
The concept of the soul and class system has amazed me in rift. The sheer amount of possibilities are amazing and after taking just a quick gander over all the trees I’m expecting endgame PvP to be incredibly fast paced and brutal. In the Pyromancer tree alone you have an AOE 2 second Stun, an 8 second snare that can be talented to NOT BREAK ON DAMAGE, not to mention a 20 second cooldown to remove ALL CC on yourself aswell as a talent to reduce CC on yourself by 30%! Each of the other trees also have similar PvP abilities that can make you unstoppable so I spent a lot of platinum on respecs to find this build that works well for me:



7/18/0 Archmage/Pyromancer/Dominator Build

Archmage
Tier 1
Planar Attunement
- For the archmage tree you have two different paths that can be followed. Each of them have game breaking abilities at the end of the trees that can be very rewarding if used correctly. The problem is that by allocating too many points into Archmage you loose any 'functionality' that is provided by any other tree and therefore loose any advantage you otherwise may have gained. In then end i will be looking to take 'Improved Break Free' to give myself a 2 minute 'trinket', but at this stage in time the 15% passive damage bonus was just too good to pass up. If you fell you are dyeing too often or being targeted too much then it may be an idea to go into the other side of the tree with 'Resilient' and take some damage protection

Pyromancer
Tier 1
Ignition
-I feel like this is a no brainer for the initial points. A 20% decreased cast time on your main nuke is extremely helpful for this early stage of PvP. I felt that fiery concentration and improved fireball were not worth the points at such a stage in the game


Tier 2

Improved Smouldering Power
- Another no brainer. Anyone who has tried Pyromancer (or arcane mage) before will no that you can burst through your mana faster than you can say 'LOLDPS' and this talent will offset that. It's essentially the 'evocation' of the Pyromancer tree. The idea is to keep this up at all times (refresh once the 8 stacks wear off) and you will have next to no mana issues, and if used along-side ground of power you're mana should never be an issue for you.

Burning Bonds
- An EIGHT second snare, nuff said

Improved Burning Bonds
- Makes your snare instant cast, nuff said. (The plan is to eventually spec into unbreakable bonds so that it stops breaking on damage. But for now people will just need to learn to stop breaking CC) Once again I didn’t feel that the points spent in combust were warranted for this early stage of PvP.


Tier 3

Flicker
- WoW's mage Blink has had a facial. The importance of this talent cannot be stressed enough! Besides from propelling you forwards 15 meters to escape melee play styles, this move will break ALL FORMS OF CC ON YOURSELF WHEN USED! And it only has a 20 second cooldown! Anyone who has tried arena in WoW will know the importance of their trinket (Removes all CC on yourself on use, with a 2 minute CD), and Flicker is essentially a trinket on a 20 SECONDS COOLDOWN that helps evade melee at the same time!

Improved Grounding
- Some may question my choice in this talent but i feel that ground of power is a vital part to the lvl 19 play style I am using. The ground gives you a 10% damage buff while standing on it, this in itself is very substantial, and if you’re playing correctly it's a rare time when you are attacked. And when you are attacked you need to merely step off of the ground of power to avoid the increased damage on yourself. With a cast time of just over 1 second and next to no mana, this fellow should be plonked on the ground whenever you set up to annihilate some poor enemy.

Although Fiery Resolve may sound like a great talent (and it is), i decided not to take it at this point as very few players appeared to be using their full CC capabilities, and of the few who did I only needed to cast flicker and escape.


Tier 4

Fire Storm
- An AOE in the Black Garden is an absolute must have if you want your team to win, but i will discuss that later.

With only 18 points available to allocate in this tree at level 19 i felt that the AOE provided by fire storm was much more important than any of the other options.


Dominator

For the final tree I was really tossing up between this and the Chloromancer tree. With Chloromancer the base root move is a debuff that can be applied to the enemy that gives anyone attacking the target with the debuff to receive 100% of the damage they deal back as health. Compared with the base 'Transmogrify' offered by the dominator tree I felt that 15% proc chance was too low for PvP and would train you to rely on RNG, which is not good.

2 Points must be allocated into this tree to unlock the 'Thunderblast', a knockback ability, that when combined with the rest of the CC makes the mage a power house of control.


Tier 1

Mental Discipline
- Both of the choices are not too great at only lvl 19, but using my play style, mana efficiency is not an issue for me and hence I chose this talent.


Playstyle

At level 19 the amount of abilities are limited, but you still have a small variety of control abilities that you can use to turn the tide of the battle.


Typical Rotation
In a perfect world where you could stand still and cast at the enemy without taking any damage yourself your PvP rotation would look something like this:
Plant down a ground of Power - Stand on it
If you expect the target to survive for longer than 8 seconds then cast Countdown on them. Refresh if the target looses the debuff (usually because it has exploded) and you expect the target to last a further 8 or more seconds
Flame Bolt when off cooldown
Fireball until the target's health is beneath 30%
Finish up with InfernoIf you weren't being attacked you could probably chuck in a cinder burst or two against some tough targets - I don’t think there has ever been an occasion where I have been able to cast Cinder Burst, 6 seconds is just a mammoth cast time, and only an idiot player is going to sit there and take it.


Ability Breakdown

Flame Bolt
-Deals a medium amount of damage, instant cast, on an 8 second CD. Very usefull move to get some burst damage on a target. Because it's instant cast it can be cast on the move, this is generally the ability that I use in most situations

Fireball
- This is your primary player nuke. A 2 second cast time is quite hefty in fast paced PvP so before you begin casting this ensure that its going to hit your desired target. So make sure that your target will not run around a corner and LOS you, or interrupt your cast or else you will be wasting valuable GCD cast time. But if you can cast your fireball, then expect some big damage to be taken by your opponent.

Countdown
- This ability is similar to 'Living Bomb' from WoW but without the dot effect. Generally this move doesn’t see much usage from me as my targets usually die within 8 seconds, rendering the ability useless. But there are a few occasions when the heals are just so great that it warrants casting this ability. It's also useful as a fire and forget type move. 2 Opponents? No worries, cast this on one, use some CC, and deal with the other. By the time you swap back this bad boy will be due to tick for a significant amount leaving your now single opponent at a disadvantage.

Inferno
- This is your most powerful move. If it can be cast then you can expect your target to die. Personally I have never seen anyone survive a cast of this (being at the top end of the PvP bracket) so use this whenever you can.

Fire Storm
- This is your primary AOE. It is channeled, and it absolutely smashes through your mana so its extremely important to be standing on your talented ground of power and maintaining your smoldering power stacks or you will OOM within 2-3 casts.

When picking up the flag (fang) in the Black Garden you get a castbar for about 1 or so seconds. This is interruptible, and it just so happens that the ticks from this AOE are about every 1 or so seconds, so when the flag is dropped and both teams swarm to pick it up stick this baby down on the flag and it will prevent the enemy from picking it up (Unless they spec into pushback or whatever - But i have rarely seen anyone pick up the fang while in the AOE at this bracket), this will give your team plenty of time to stroll in and casual collect the flag.

In my experience this is a game winning move. If the opponents do not copy you and your team can grab the flag in time, it sways the fight big time.

Thunder Blast
- This move doesn’t hit for much but it's knockback is invaluable. There are many situational uses for this ability but the main ones that I have noted are: knocking back a single player going for the fang, and knocking back pesky melee or pets that try to hamper your stationary PvP domination. Use it wisely though, I’ve seen a few stupid mages knockback a fang carrier that they have been chasing and putting them out of their own range, or knocking the enemies into the allied fang carrier.

Ground of Power
he ground gives you a 10% damage buff while standing on it, this in itself is very substantial, and if you'r playing correctly it's a rare time when you are attacked. And when you are attacked you need to merely step off of the ground of power to avoid the increased damage on yourself. With a cast time of just over 1 second and next to no mana, this fellow should be plonked on the ground whenever you set up to annihilate some poor enemy.

Generally if you don’t have a ground of power beneath you then you should be: Kiteing a melee, moving into a position to plonk down ground of power, or be under the effects of some form of CC.

Transmogrify
- The Polymorph of Rift. Now I’m not sure if RIft PvP is subject to DR and the 10 second CC cap, but even if it is then this move is still powerful. You can effectively completely lockdown an enemy with this move for up to 10 seconds (30 seconds?). Have two enemies on your hands at once? No worries, lock down one with this and then kill the other. By the time the Trans target is free the other will be dead leaving you to kill this person without extra pressure.

Break Free
- The PvP trinket of Rift. Removes all CC from yourself on a 5 minute CD. If your using flicker correctly then you will rarely need to call upon this ability, but its a useful reserve for when you get CCd multiple times within 20 seconds. This can later be talented to a 2 minute Cooldown similar to WoWs trinkets.

Flame Jet
- A frontal cone AOE. While the damage is limited, the uses are not. The primary use of this ability is to interrupt a group of enemies attempting to pick up the fang in a similar way to 'Fire Storm'.

Flicker
- The cornerstone of the Pyro PvP tree, and the One main reason I ended up choosing Pyro for PvP. As explained earlier: Besides from propelling you forwards 15 meters to escape melee play styles, this move will break ALL FORMS OF CC ON YOURSELF WHEN USED! And it only has a 20 second cooldown! Anyone who has tried arena in WoW will know the importance of their trinket (Removes all CC on yourself on use, with a 2 minute CD), and Flicker is essentially a trinket on a 20 SECONDS COOLDOWN that helps evade melee at the same time!

Fire Armor
-This is your only armor choice at this stage, so re-apply at spawn or when it is removed from you and you should be good. FYI: 5% fire damage increase, 'nuff said

Burning Bonds
- This is an 8 second snare. Anyone familiar with WoW's entangling roots should be a master with this move, just bear in mind that it's on an 8 second cooldown, and before reaching the next tier of the Pyro tree it will break on damage. But its still an extremely useful move. The main purpose is for keeping those pesky melee off you, and preventing fleeing targets from escaping your wrath. "But how do they not escape your wrath if the damage breaks the snare?" I hear you say. Well, 8 seconds is long enough for you to charge up a fireball and put them out of their misery. Or felling really evil? then try out a cinderburst. Just dont try snaring another ranged to keep them away from you, they can still shoot you from where they stand

Cinder Burst
- As explained above Cinder Burst is a heavy hitting move with a 6 second cast. While it wont see much use in the Black Garden due to its incredibly long cast time, it is still useful to keep binded for those rare occasions where you get a perfect 6 second casting window on a target

Internalize Charge
- A 20% damage bonus is extremely powerful in PvP, but because this ability uses charge and not mana it will conflict with your smouldering power usage. There are cases where this will be handy to use, but its up to you to determine when. Getting the perfect mix between maintaining mana yet maintaining this ability is the mark of a true gladiator.

Smouldering Power
- As explained above this move is the main mana regeneration source for the Pyromancer and should be maintained at all times to conservere mana.

Detaunt
- A 50% damage reduction buff for a targeted enemy (breaks on damage dont forget) is incredible. Used in conjunction with Transmogrify, Burning Bonds, Thunder Blast and Flicker, a skilled mage could keep up to 3 enemies controlled (or even 4 for the budding gladiator) and kited on their own.

The Black Garden




Opening

The Black Garden is a small Warfront (Rifts Battlegrounds) with 10 players a side. Both Guardians and Defiants fight each other for control of the flag, ironicaly called the Fang of Regulos.
For those who are unaware, Regulos appears to be the main bad guy of the game, and so holding his fang is like holding a part of the main bad guy. Turns out that Regulos dosnt like people holding his tooth, and so it gives off an increasing amount of damage to the holder until they eventually dieBecause of this mechanic the player holding the fang generally needs an amount of healing to prevent them from dyeing. Eventually the damage will become so high that they die in a single tick and healers become useless. When this happens another player must be nearby ready to pick it up

When attempting to pick up the flag you will be set back by a castbar of about 1 second that will be interrupted upon receiving any damage. It is therefore important to keep enemies going for the flag under pressure and constant damage so that they can not pick up the flag. The AOE tactic detailed above (under Fire Storm) is the generic opener beginning to be implemented by both the Defiants and Guardians in my battlegroup and once it has further developed it will become important to quickly neutralize enemy AOE'ers and at the same time learn how to avoid being killed in the opener while still keeping up the flag AOE protection

The opening strategy detailed above is very successful when used in conjunction with a competent team and I believe that until some nerfs are handed around or the Warfront is altered, this will become the generic Strategy employed by most PUG groups.

Getting your Burst on!
While following my playstyle works for me, it only gets me so far. After a few runs of this Warfront I realized that both the Northern and Southern shrines house a damage Buff.

This buff gives you a 100% damage increase! This buff lasts for 2 Minutes and appears to be on a 2:30 respawn timer. I highly advise to make the most of these before word gets out about just how overpowered they are. Collect these often and make good use of them and it will be a rare time indeed when you are not on the top of the charts. Each of the shrines has two ways of getting in. The first is a boulder on the ground that allows you to jump the wall. The southern shrines boulder is towards the west, allowing Guardians to access the shrine faster than defiants. The opposite is true for the north shrine. Each of the shrines can also be accessed by running along the pillar-bridge things. It a smart idea to use the pillar bridge to return to the middle of the map so that you are out of melee range initially.

Once under the power of this buff you can generally cast Flame Bolt, Fireball and then follow up with Inferno for a burst of around 1100 Damage in 3 seconds. In the lvl 19 bracket of the Black garden, that's usually someones entire health. Anyone with more health or heals, just chuck in an extra fireball or two.


PvP Pyromancer Black Garden Strategy
My Strategy for the Black Garden is divided into 2 Phases. To begin with I am faced with two choices, head into the middle and use the opener described above to ensure your team begins with the fang. Or head off to a shrine to immediately enter the game with intense burst damage.

Usually I will open with the AOE phase, and then collect the buff after we have the fang. But when the team seems competent or it's a guild run or premade then I will open by heading to the southern shrine.



Once I have collected the buff I will head to the center and help out our fang carrier by destroying anyone who attempts to kill him in ~3 seconds flat. Once the buff wears off and we have a firm grasp on the fang i will head to the northern shrine and repeat like this until we finally win. In the case where the enemies obtain the fang, i devote my efforts to hunting down the enemy fang carrier and killing them. The 3 second Buff Burst combined with the fang damage makes killing the enemy Fang carrier extremely easy, and makes attacking healers first something of the past. For now at least healers do not need to be your primary targets. Once the enemy fang carrier is dead, you can proceed to cast Fire Storm while your allies collect the fang

Author: Jorotyn
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