Ryslin
1721
As usual when I join these games I hit up the rp servers
Best 2 rp servers so far … Estrael and Sunrest
Funniest thing I found so far was after fiddling around on Faeblight and shadefallen, I make alts on Estrael and run into folk from my Wow server
On both sides.
No problems with WF popping but then I am not very high level yet. As for cleric’s and pvp… the heal when you hit style would sound like the best one for the pvp situation (justicar if I remember right) then you -should- dps up a storm , to heal folk around you.
Anyway I am having fun with it after taking the plunge because so few were returning to other games. I remember with both conan and warhammer folk comming back in a few weeks, after stating they would -never- return.
Justicar trickle healing is neat and all, but it’s really not proper healing like a real dedicated healer brings.
walTer
1723
Ah but it makes soloing and those public raids so much easier :)
A I did not ask my guild to move, it was not my choice it was the leadership choice. I was one of the lucky ones on sunrest, my daughter who is 14 knows everything there is to know about mmos, I would just have her log me in at about 1pm and I could most of the time get on by 6 with the 5 hour qs.
Yes I do level fast, but im not the highest in the guild at this time. And the state of PVP imo is a mess. Im just very frustrated at the game at this point. Loved 1-35, 35-46 has been iffy at best
Hehe a 14 year old girl who is a pc gamer period. She sat and beat black ops in one sitting ) she is my girl
esloan (who I think posts here and I know posts at OO) has a terrific (or is it terRIFTic) blog and today he’s got the patch notes from the Alpha server for patch 1.1. Lots–and I mean LOTS of intriguing changes!
First off, note that these are patch notes for an Alpha patch; not all of these will go live, and many will be altered. But…these are great for seeing what the developers are thinking and where they’re going.
Here are the notes:
http://horrifticintentions.com/component/content/article/1-blog/494-rift-alpha-11-patch-notes
Some highlights for me:
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You can now report other players as AFK in a Warfront or raid. I assume the game does an AFK check in this case, and would hope there would be some means to prevent a player from spamming it on another to grief them.
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The armor factor of cloth armor has been boosted. Should help with Mage survivability.
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“Contribution” in Rifts and Raids is no longer done as a comparative between players. Instead, just your total points are tracked. In other words, I think if you are in a major Rift appropriate for your level from the first stage and participate all the way through in an active manner, the goodies aren’t “capped”. You manage to get to whatever the contribution level is for a blue or purple, you get that–even if others in the same Rift got to the same contribution level.
To that end: in a UI fix they’re removing the “contribution meter” that compares players to one another in the Public Group UI.
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PVP souls with a “Break Free” ability have had that reduced to 2 minute cooldown. For every point spent further in the ability, the cooldown is reduced 10 seconds.
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The completely overpowered “Flame Spear” that made playing a Rift Blade a must for Warrior callings has been changed. Flame Spear now does MORE damage, but also goes on a six-second cooldown. Right now the cooldown is BANG BANG BANG…dead. Big change. (Yep, I’m a Rift Blade; they had to change this.)
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Here’s a BIGGIE. When a mage casts a spell in PVP, the game will check LOS only at the beginning of the cast. If the target of the spell moves behind you, the spell still fires.
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New event with the Endless Court introduced. New content is always nice!
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Lots of Mage soul love. Lots of it. Lots.
Falcon, come back. Trion loves you.
Looking over the Alpha patch notes, I also see that Sabs seem to have been checked a bit. Champion stun ability got a damage and duration nerf.
Best of all for me is that they’ve seen how underwhelming the Paragon soul is for warriors. C’mon, a dual-wield spec should be fun for damage output and chaining attacks, but the damage of Paragons was utterly terrible; the Paragon soul got a lot of DPS love in this alpha.
Reavers get a nerf-ish change. The DOT damage to ancillary targets caused by Plague Bringer gets reduced, but the threat generated increases. So, Plague Bringer becomes less a tactic to bump your damage (and contribution) in sometimes meaningless ways (guilty here!) in a Rift or Warfront and instead remains a useful ability for tanking. PB changes from a DPS ability to a hold aggro ability.
2H weapons no longer will carry tanking ability buffs, but will instead carry DPS ability buffs. THANK YOU.
the Mage calling proposed changes:
CHLOROMANCER
- Withering Vines: Increased the amount healed.
- Livegiving Veil: Now affects up to 5 targets.
- Radiant Spores: Now has a base chance to proc of 10%.
- Phytogenesis: Now increases the chance for Radiant Spores to proc by 2-6%.
ELEMENTALIST
- Intensify Elements: No longer on the global cooldown.
PYROMANCER
- Due to the below changes, characters with points spent in Pyromancer have received a free soul point respec.
- Heat Wave: Reduced cooldown to 2 minutes.
- Inferno: Removed from global cooldown.
- Improved Grounding: Now a tier 2 branch ability.
- Improved Smoldering Power: Now a tier 3 branch ability.
- Ground of Power: Now obtained at 6 points.
- Smoldering Power: Now obtained at 8 points.
- Burning Shield - New Ability: Consumes the mage’s Ground spell to shield them in flames, absorbing damage. Lasts up to 30 seconds. While Burning Shield is active, the next Ground spell is instant-cast. Obtained at 6 points.
STORMCALLER
- Static Discharge: No longer on global cooldown.
- Static Flux: Will no longer be overwritten by weaker buffs.
- Cloudburst: Increased damage.
- Icy Vortex - New Ability: Reduces damage done to the Mage by 25% for 10 seconds and applies Hypothermia to attacking enemies, reducing their movement speed by 50% for 10 seconds. Obtained at 6 points.
be full of yourself all you want, they most certainly DO start lopsided.
Yep very very nice, now if we can get those damn WF to pop!!! :)
I’d like to point out, again, that Trion gives awesome patch notes:
Meanwhile, I hadn’t realized my Beastmaster was such a DPS machine. Bit of list of nerfs (in addition to some bug fixes that will also lower damage). Not sure how significant they are since I’ve not gotten that deep into the mechanics.
- Flesh Rip: Will now properly show up in the reactive ability UI when your pet critically hits. Fixed an issue where this was gaining weapon damage to each tick of the bleed effect. Base damage reduced.
- Backhanded Blow: Now correctly triggers global cooldown. Fixed a bug causing Rank 3 to do 20% more damage than intended. Base damage reduced. Corrected Power cost on ranks 2 through 8 to cost the proper 25 Power.
- Slashing Strike: Fixed a bug where this ability was doing the damage of a single target ability. The damage has been reduced to match other cleave-style abilities.
- Fight as One: The benefits gained from Fight as One have been reduced to 5-15% for Hit, Critical Hit, and Damage. This ability has been taken off of global cooldown.
- Diversion Strike: Increases Critical Hit chance of the Beastmaster and their pet by 5% instead of 10%. Damage lowered.
- Tenacious Wounds: Now increases bleed damage by 2-4% instead of 3-6%.
- Feral Sweep: Resolved a bug where this was dealing extra damage on each tick of the Bleed effect. Base damage lowered.
- Tearing Slash, Fierce Strike: Damage lowered.
Erik_J
1733
Yeah, looks like I’m not getting hit too terribly hard in my build. I’ve always been a bit of a turtle so I’m playing a paladin/reaver/paragon which seems to be working out ok. Better than my champion/vk/paragon was, anyway. Sucks not to get that 10% healing after killing something in the reaver tree, but oh well.
That is a huuuuge nerf to Riftblades and reavers. Significantly lowered healing from soulfeast + plague bringer, and a 6s flame spear makes me a sad warrior.
MadameMcMurder will (probably) cease to be a self healing, dps chart topping, elite rift soloing, [murder] machine.
As a consolation prize, they should consider making searing strike 100% elemental damage (as opposed to physical + fire).
Erik_J
1735
I don’t think the Reaver changes will be that bad, but I dunno. I’m curious to try it out more than I am furious at the changes.
I’ll be honest: a lot of the fun of leveling my Rift Blade/Reaver build was just how damned easy it was. I’ll be even more honest: in a lot of PVE mob fights, that build was essentially a two-button build: Nuke Nuke Nuke…BURST!
I think the nerf is necessary, frankly. I want to explore the other souls and builds in the Warrior calling, but the sheer ease of flame spear kept me from doing it extensively.
Erik_J
1737
I never got in on the flame spear love. I like my turtling pally most of all because he has two reactive skills that crit frequently and often enough to make me believe I am outpacing the DPS my Champion/VK was putting out. Basically, I was just throwing out disease then turtling. This probably just means I need to turtle a bit longer, until I get my pally AoE’s anyway.
Oh, I’m not furious, I’m just dissapointed that I won’t be as OP(when soloing) as I was before. Specifically, the change to soul feast drops the healing by 40% on the primary target, and by something even greater on the secondary targets (depending on the specifics of the plague bringer change). At level 31, I was invincible to packs of on level mobs (up to 8 at a time). With 15% passive mitigation (avatar of water + reaver talent), full plate, and a big blue shield, they couldn’t out dps my healing. The best part? Using a shield didn’t cause me to lose any dps, since none of my abilities depend on weapon damage (this is why the flame spear nerf is so big)
The changes are probably necessary =p
Erik_J
1739
Heh, sounds that way. So far I’ve found pally/reaver good times, I imagine I still will. Losing the 10% healing when killing something is the bigger downer in my opinion. I duo with my brother most of the time who puts some healing into his builds, anyway.
In my limited pvp experience I’ve had Riftblades with a few levels on me just DESTROY me (rogue me; Marks/Ranger/Bard me) with Flaming Spear. It’s depressing. They’re much better at range than I am by a country mile. I’M RANGED DPS DAMMIT.
Rift changes - soooo necessary. I was so sick of being gold at every stage only to completely fail to make gold in the finale just because various warriors/clerics were so much better than DPS than I was. I don’t mind if there’s some sort of set check - where you active? Did you participate in teach stage and do damage/support healing? Did you sit idle for lenghty stretches of specific stages? but I don’t want anything else. Particularly sense various shards are only useable in the zones you get them in more or less (that’s not something I am crazy about either; I know why it’s being done but I think it just makes things kind of confusing. I’d rather later zone shards have a much higher magic currency value).
I don’t feel like elementalist dps was good enough (I ditched my original elementalist because of it); I’ll be curious to see if the patch notes make note of anything there. But honestly the biggest mage problem I had was that in any prolonged encounter I quickly got to a “use an ability. Fire wand for 10-20+ seconds, use an ability” state due to mana shortage. And that’s with prioritizing wis over int at level 20 (but no fancy runes or anything).
Anywya, thanks for posting the notes link. Should make for good reading.