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Eltoasto
Aug 26, 2002

We come spinning out of nothingness, scattering stars like dust.




Props to Raum for most of this OP, may she rest in peace :angel:


Welcome to Rift: Storm Legion! The world of Telara is ravaged by the elemental planes. Come join us in a magitech-laden world full of spiders, mead, and gluts of steel. In real words, this is A Good Game with a great dev team, solid design, and the F2P model that goons salivate for. You can pretty much do everything without having to be a patron, and cash shop stuff is all novelty or convenience boosting.

Getting Started

Click this referral for a free trial if you think that you will be a patron in the future! Right here! Get a lucky goon a flame horse!

Otherwise you can start right here: http://www.riftgame.com/en/

You should also check out the Rift Mobile app that's now out for Android, iPhone, and now PCs! It's not fully supported at the moment while the game goes through the F2P transition, but when it works you can get nice artifacts from the scratchoff game to sell for plat and call guild members jerks through your phone

So, why would should I play this game?

Rift has arguably the most responsive and talented dev team in the industry. Rift has recently celebrated its first anniversary, and now released its first expansion: Storm Legion! Although Rift will be familiar for players of WoW, the dynamic world, flexible class system, and quality-of-life perks make it a fresh, modern, and supremely playable MMO. The free to play model is very relaxed, with subscribers only getting bonuses over the needed content, and never locking players behind walls of playing with each other.

I quit during beta or shortly after launch, what's new?

Far too much to list! Rift has undergone some pretty extensive and rapid content releases. There's a lot more to see and do in Telara.

:siren:I AM NEW, TELL ME WHAT TO DO:siren:

- The only choice you make at creation that can't be undone later is calling, so spend the most time thinking about that. Trion is adding new souls soon that will allow each calling to do every role (tank, heals, dps), so choose based on style you prefer. Right now mages can't tank, warriors and rogues can't solo heal, and clerics aren't pure support. Rogues mix melee and ranged, are fast paced and some specs blink around or stealth. Warriors wear plate, almost exclusively melee and use 2-handed or dual weapons. Clerics use 2-handed weapons or mace/shield to tank, and dps mostly ranged. Mages set things on fire, ranged dps and healing.

- When you first start, choose one of the default purposes it offers you. This is just a basic template to get you started with Rift's complex and rich soul system. Follow this until level 10 or so, just putting points where it tells you when leveling and checking out new abilities you are given.

- Level 10 is when the game really opens up. You will get access to pvp warfronts (hit K) and Instant Adventures (hit .). Both are really nice exp and an alternative to quest leveling. Grinding IA's is the fastest way to level 50, but is also a bit mind numbing to just do that. They have daily bonuses that are even nicer exp.

- About this time you will be finding your capital city, either Meridian or Sanctum. There you will be able to buy your first mount if you don't already have one, access the guild bank (get in the guild), purchase roles/respec with your trainer, grab crafting skills. Grab some bags from the gbank for your bag slots, purchase 1 or 2 roles from your class trainer so you have 2 or 3 total (Roles are basically builds that you can switch between out of combat. You might have a questing build with survivability in it, a ranged dps build for IA, maybe something special for pvp, etc). Check the guide forums for your class here for guides on builds, or just ask in guild chat.

- Grab a handful of rally scrolls and rally banners from the guild merchant (Orphiel's spire 3789, 4149 in Meridian or Southeast side of Sanctum near the Barber 5217, 2184). You won't be able to teleport to storm legion areas until level 45, but it's good to grab the portcullis in tempest bay as soon as you can, it's the unified city in the new zones and I believe it has daily quests that the capital city may not. You use rally scrolls by right clicking them in your inventory when someone else has dropped a banner somewhere. You drop banners by using the ability in your guild tab of abilities screen.

- Let's talk crafting skills. First of all, Survivalist and Fishing do not count to your default limit of 3, and I think they are worth leveling up on your main character. I haven't bothered with them on my alts, but doing the fishing daily at level 60 for 12.5 plat is nice (and you can fish up artifacts/dimension items), and the survalist dailies are easy and give you general crafting currency that you can use to buy recipes on your crafting skill. I would recommend almost always taking mining and foraging as 2 of your 3 skills. They provide the mats for most skills and are very good moneymakers 50+. Apothecary makes potions/vials that are nice, Artificer makes powerstones for clerics/mages, and weaponsmith (i think) makes stones for rogues/warriors. Going with no crafting is viable, going with all gathering skills for making money is viable, do what you feel like.

- Check out the guild dimension. Start your own dimension with the quests if only to have someplace to dump dimension items you get so they don't take up bag space.

- Remember the "fury of the ascended" skill you have, it buffs you against rifts/invasions. Can save you at times, or make clearing that rift (nice exp) a lot easier.

Guilds
  • <Goon Squad> - Deepwood, NA. Post your character name in this thread, then type "/join goonsquad" and ask for an invite! If you are offline, the invite will be mailed to you! Defiant and Guardian both can join the guild, they are no longer seperated on PVE servers. Currently there is no goon EU guild.

IRC and Mumble
IRC info - irc.synirc.net #riftgoons
Mumble server info - flippingtables.org:46667 / password: lljk

Add Ons Info
There are lots of different add ons, but I will list the essential ones and those I like. Grabbed from http://www.curse.com/addons/rift

Kings Boss Mods is the best for Raiding/Dungeons and giving warnings for boss mechanics.

Rift Meter or Simple Meter are the most popular DPS/HPS tracking add ons. I use rift meter, but both do the job just fine.

Imhothar's Bags is a nice add on for bag management. I don't even use it for the combined bag window, but I love that hovering over items will tell me how many I have of them on all of my alts.

Gadgets Is basically a ton of different visual mods packed into one. FPS and distance trackers, alternate raid frames, currency bar, etc. Very nice to have.

Karuul Alert Is an add on that tracks buffs/debuffs. Used primarily by raiders when they have specs that rely on constantly have debuffs up. I wouldn't worry about it unless you are running a DPS spec that needs it.




Resources & General Guides
:siren::siren:Level 60 Guide:siren::siren:
:siren::siren:[SL] Dungeon Gear:siren::siren:
:siren::siren:Rift Mobile App on your PC!:siren::siren:
Rift.Zam
RiftNerd - News & Information
Rift Addons - Curse
Rift Developer Blog
Telarapedia - Rift wiki

Rift Forums

Patch Notes
Rift Warriors
Rift Rogues
Rift Mages
Rift Clerics



Trailers & Reveals
Storm Legion - Launch Trailer
Features of the Storm
Into the Storm
Dimensions - Welcome Home

Screenshots & Concept Art




lsp posted:

Here's a collection of guides that may prove useful to those who don't want to sift through the forums. Read through, make your own decisions and feel free to ask, though most abilities are explained in their tooltips. Additionally, anyone else that wants to add to this or corrections or whatever go ahead and append.

:frogsiren: These guides are primarily for level 60, though can be adapted to lower level point spreads at your discretion :frogsiren:

Mage
DPS: 61 Pyro
DPS: 61 Warlock
DPS: AOE Damage+Support - 61 Dominator (Much of this crosses over to PVE as well)
Healing: 61 Chloro
Support: Archon (various builds)

Cleric
DPS: Melee - 61 Shaman
DPS: Ranged - 61 Inquisitor
DPS: AOE Ranged - 58 Cabalist
Healing: Raid Heals - 61 Warden
Healing: Single Target - 61 Sentinel
Healing: Raid Shielding - 54 Purifier/22 Sentinel
Healing: Damage Prevention + Heals - 61 Defiler
Tank: 61 Justicar

Rogue
DPS: Melee - 61 Assassin
DPS: Melee - 44 Nightblade/32 Assassin
DPS: Ranged - 61 Marksman
DPS: Ranged - 61 Ranger
DPS: AOE Ranged - 44 Tact/32 Marksman (Post title not updated to the new point spread)
Support: Raid Buffs/Utility - 61 Bard Really only want to use this if you don't have a chloro for ability cost reduction
Support: Raid Buffs/AOE Heals/Utility - 40 Bard/36 Tactician the standard expected bard spec
Tank: 61 Riftstalker

Warrior
DPS: Melee - 61 Riftblade
DPS: Melee - 61 Paragon
DPS: Melee - 61 Warlord
DPS: Ranged - 61 Tempest
DPS: AOE - 61 Champion
Support: Beastmaster Multiple variations
Tank: Higher Mitigation+Heals - 58 Paladin/18 Voidknight
Tank: Moderate Mitigation+DPS - 61 Voidknight
Tank: Highest Magic Mitigation+AOE - 58 Reaver/18 Paladin

Eltoasto fucked around with this message at 03:32 on Jan 1, 2014

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Eltoasto
Aug 26, 2002

We come spinning out of nothingness, scattering stars like dust.





For the story of Rift, you should read Trion's history of Telara. With the release of Storm Legion, players have been given the opportunity to travel to two new continents: Brevane and Dusken.

Brevane is a vast continent marked by the ruins of a civilization that dared to reach for the stars. From shattered skyways arcing over Cape Jule to colossal evils hidden in the desert of Ashora, the continent is a raw and shifting testament to the scope and cost of Brevanic invention. Dusken is the sinister and twisted realm at the heart of the struggle for the Infinity Gate. Crucia, Regulos, and the descendants of old Brevane battle from the pus swamps of Seratos to the fallen chantries of Morban, racing to unlock the key to life beyond the continent of Death.

The world of Rift is under siege. Tears in reality visibly pocket the landscape, leading into the planes of Earth, Fire, Air, Water, Life, and Death. These tears will naturally develop into rifts or can be ripped open by the Ascended with lures that call upon specific planes. From these rifts, planar invasions spill forth to claim the landscape, disrupting the zone and terrorizing towns as they lay waste to them. The planar forces claim these towns and establish footholds across the zones.

Rifts, footholds, and invasions are not instanced. They take place in the open world, and are open to anyone who can help. Players of all guilds, and both factions, cooperate to take down gigantic invaders. These invasions award Planarite and Sourcestones, which can be used to buy gear, consumables, companion pets, and other trinkets for both the leveling player and the endgame raider. When a zone invasion starts, you'll be notified in chat and all who participate will be rewarded.

There are several variations on the rifts and what they can produce in a zone:

Zone Events - These events spawn rifts. These rifts then spawn invasions, which then also spawn footholds should they take over a town. Each town has a wardstone which can be healed and upgraded. If all the wardstones die, the event fails and people get angry. After fending off the invasions and closing their spawning rifts, there are several different kinds of intermediary stages that can start. You may need to kill minibosses, or go attack certain planar structures or shoot at the boss with cannons as he flies around the zone. Finally, the boss will become active or spawn and the server piles onto it.

Expert Rifts - Akin to uninstanced expert dungeons in terms of difficulty, these rift events reward gear to participants who open the rift. They must be opened with planar lures which may be purchased in Tempest Bay. Tailored for 5-man groups.

Hunt Rifts - Players can draw out some of the stronger commanders of the planar armies and kill them in Hunt Rifts. They must be opened with lures that are purchased from the Torvan Hunters faction. Tailored for 5-man groups or more.

Raid Rifts - Raid rifts are challenging content designed for 10-20 players, rewarding them with lower tier raid rewards and the much desired planar essences.

Crafting Rifts - Crafting rifts are rifts designed to reward crafting items. These rewards are dependent on the lure used (i.e. an apothecary lure shall rewards herbs, bones, and planar essences, while an artificer's lure shall receive ore, gems, and lumber). Tailored for 5-man groups or more.

Onslaughts - In onslaughts, the armies of the dragons swarm over the land and attack wardstones. If you drive them off for long enough, you can be gifted with suitable planar rewards for your efforts.



IMPORTANT NOTE: The goon guild is on a PVE server, so you can be a part of the guild no matter which faction you join or which race you play. Bahmi's DO have the best afro hairstyle though, just sayin

The races of Telara all had once fantastic empires and sprawling civilizations. With the coming of the Blood Storm, the races fell from power and were riven from each other in hateful wars. They split into two factions: the Guardians who praise the gods of the Vigil and the Defiant who look to their techno-magic and unbreakable resolve for the future. The following information has been taken in snippets from the official site.

The Defiant

Based out of the city of Meridian in Freemarch, the Defiant are a loosely knit gathering of those who stand against the Blood Storm and the Guardians who brand them as heretics for their technomagic. Above all else, Defiants are rugged individualists who love technology.

With the help of enough eldritch war machines and magical innovations, the Defiant believe the people of Telara will have the power to destroy the dragon gods themselves, without needing to rely on outdated religious dogma. When Telara is saved, the Defiant will be at the head of a new technomagic age, in which every facet of life is touched by their innovations.



The Eth are a tribe of humans who adapted to the harsh southern deserts by becoming master survivalists and taming their environment through magic. During the Blood Storm Wars, this inquisitive and fiercely scholarly race discovered a means to harness sourcestone as a fuel for eldritch war machines. After the construction of the Ward and the return of peace to Telara, these proto-technologies saw application in all areas of life. Yet the Vigil soon demanded that sourcestone technology be abandoned. Though it meant being cast from the gods’ sight, the people of Eth refused. In spite of the Vigil, they further conquered their environment and built an empire of conglomerated city-states ruled by brilliant sorcerer kings. The power and influence of the Eth spread throughout Telara, fueled by the wonders of sourcestone.

Unfortunately, their technology fell into the clutches of insidious dragon cultists, and the Eth empire collapsed soon thereafter. Rather than risk the Blood Storm’s release, the Eth buried their wonders in the sand and destroyed all record of their forbidden techniques.

quote:

Desert Dweller's Birthright
Passive
Earth resistance increased by 20

Agility
Activated - Out of Combat
Increases movement speed by 70% for 15 seconds. This ability cannot be used in combat.



Within the dense jungles of the Kelari Isles, rebel Elves carved sprawling magical cities from the limestone, bonding powerful spirits to every structure. They built great temples to appease this ever-expanding population of spirits and demigods, and their cities expanded from the temples, mirroring spiritual and natural phenomena. The Kelari fled their isles after their society was corrupted from the inside out. The Shade struck Telara, and Akylios’s deep-sea prison began slowly cracking, driving the seas into a swirling frenzy. Though monsoons and tidal waves battered the isles, the Kelari held fast, protected by their spirit patrons.

Finally, Anthousa Mona, High Priestess, sounded the exodus, and the remaining Kelari sailed from their beloved isles. By then the seas were nearly impassable, and a mere score of ships made it to the shores of Freemarch. Only recently has the Kelari population seen growth, when Defiant resurrection forges pulled a number of lost Kelari from their journey down the Soulstream, returning them to life as Ascended.

quote:

Legacy of the Fire islands
Passive
Fire resistance increased by 20

Camouflage
Activated - Out of Combat
The Kelari transforms into a ghostly fox for up to 30 seconds, giving them a wider radius to avoid aggro with, and despawning any pets the Kelari may have. This ability cannot be used in combat.



The Bahmi are the curious and reclusive denizens of the Rhaza'de Canyons. Their elemental ancestors, the Shalastiri, arrived on Telara through a rift from the Plane of Air at the time of the first Blood Storm Wars. Led by their prince, Bahmi, they proved invaluable warriors in the fight against the dragon gods. But Bahmi's decision to aid Telara was also marked with tragedy. The placement of the Ward meant he and his companions would never be able to return to their homeland; despite this they stayed, and fought valiantly. With the Ward in place, and peace returned to Telara, Bahmi's people settled in the canyons, breeding with humans and forming a new race.

Despite a brutish reputation, Bahmi idealize hospitality, the pursuit of excellence, and community above all else. In strength of arms, the Bahmi are beyond measure, and their craftsmanship is superior. When the Eth Empire fell, many of the refugees found haven in the Bahmi lands, creating a deep bond between the two peoples.

quote:

Shalastir Heritage
Passive
Air resistance increased by 20

Mighty Leap
Activated - Out of Combat
Leaps at the selected area. Cannot be used in combat.

The Guardians

The Guardians are the chosen of Telara’s gods, the Vigil. After the tyrant Aedraxis called forth power from the Plane of Death and devastated Telara, the Vigil chose the greatest souls who fell that day to be harbingers of the next era. A golden age awaits, but Telara must first be saved — by deed, by example, and by the sword. Its people must be redeemed, its corruptors purged, before the world can truly be safe.



Honor, faith, and duty are the most sacred tenets of the strong Mathosian humans who once ruled the rocky highlands of the north. Mathosians value strength, hard work, and a man’s oath above all other things except perhaps loyalty. It is their commitment to these virtues that helped turn Mathosia into one of the greatest empires Telara has ever known, and from the humblest of beginnings. Tragically, it was also the very beliefs that eventually tore them apart.

quote:

Legacy of the Shade
Passive
Death resistance increased by 20

Motivational Roar
Activated - Out of Combat
Increases the movement speed of the Mathosian and nearby group members by 30% for 10 seconds. This ability cannot be used in combat.



The Elves walked beside the gods in the youth of the world. Favored among Tavril’s creations, they were given long life, wisdom, and an affinity for the land. In return for these many gifts, the gods appointed them stewards of Telara, to watch over the wilds and defend the other races from all threats. The Elves took to this task with natural elegance and focus and guarded Telara with wisdom, magic, faith, and skill for thousands of years.

quote:

Grace of the Forest
Passive
Life resistance increased by 20

Angelic Flight
Flies toward the selected area. Cannot be used in combat.



Dwarves were the first blacksmiths, masons, the first enchanters of magical devices. Their works made them welcome in any settlement the world over. Dwarves made weapons of surpassing deadliness, jewelry of astounding beauty, and structures to withstand eons and sieges. When the Blood Storm invaded, the best the Dwarves could hope for was to be forced by the more civilized dragons Laethys, Crucia, or Akylios to produce wealth, weapons, and runecraft. Rather than accept slavery or oblivion, the Dwarves marched from their halls of stone to help rid Telara of the plundering wyrms.

Meanwhile, in the Moonshade Highlands, Rune King Molinar of Hammerknell ushered in a golden age of magic and runecraft. The delve produced miracles to rival the brilliant Eth, and was spared the horrors of the Shade, only to suffer the consequences of an ancient lie. For Hammerknell owed its miracles not to craftsmanship, but to binding the spirits of the dead to fuel the machines. Freed by proximity to planar energies, these spirits rose up in vengeance. The doors of Hammerknell were also sealed, not to protect the city from the world, but the world from the horrors of the city.

quote:

Miracle of Hammerknell
Passive
Water resistance increased by 20

Dwarven Breakfast
Once every 10 minutes you get to save a gold by skipping drinking. This is useful as our raid groups wipe fast and often to trash.



In the deep, dark places of Telara, the dragon cults plot devastation, and only the Ascended can end their corruption. The goblins must be chased from their stinking holes, and surreal faerie haunts must be cleansed of their wicked occupants. Undead miners dig in the earth, coming ever closer to waking ancient sleepers. Elsewhere, the great dragons themselves strain to escape their elemental prisons.

Chronicles (1 – 2 players)



Special adventures for one (well-geared) player or two players, Chronicles let you and a friend explore Telara’s sweeping story, fighting beside legendary heroes and earning rare items in the process.

The Chronicles are:
  • The Chronicle of Attunement - Your faction honors your rise to power and you unlock Planar Attunement within. Regulos' servants crash the celebration!
  • Greenscale's Blight: The Fallen Prince - Join legends from your faction to take down Prince Hylas and Greenscale, Dragon of Life! Also, Atrophinius shows up to whine about the lack of mead.
  • Hammerknell: Runes of Corruption - When the gates of Hammerknell finally opened, a small party vanished while investigating the horrors within. Murdantix awaits you with a tiny cow.
  • River of Souls: Chains of Death - Infiltrate the Endless Court to uncover and sabotage Alsbeth’s plans for the souls of Telara.
  • A Hero Rises - Protect Tempest Bay from an onslaught of the Storm Legion!

Dungeons (5 players)



Designed for teams of five adventurers, dungeons come in three difficulty levels.
  • Normal – These lairs make a thrilling challenge for characters leveling through Telara.
  • Expert – Revisit the dungeons you conquered while leveling to earn epic loot from tougher enemies and extra bosses.
  • Master – Balanced for focused teams of elite Ascended, these offer the best rewards of any dungeon. (currently only Darkening Deeps and Caduceus Rise have this master mode)

In Storm Legion, there are currently seven dungeons:
  • Exodus of the Storm Queen (50-54) - The Icewatch has failed in their task and Crucia escapes from her prison.

  • Storm Breaker Protocol (52-56) - The Architects have abducted the rightful rulers of Brevane. The Ascended must use the Storm Breaker Protocol, a key to the Legion’s cipher, to take command of Empyrean machines and give chase across a vast estate, battling the Architects in a preview of a dire showdown to come.

  • Unhallowed Boneforge (54-58) - Few Shapers live to be Elders. Even fewer win recognition as masters of their craft. Helix, plying his trade from the necrotic throne of an unrivaled Boneforge, has done both.

  • Golem Foundry (56-60) - Operating at full capacity, the Empyrean manufactory known as the Golem Foundry could mint an unstoppable army of automaton soldiers. Fortunately, the Foundry is working at a fraction of its potential, but Subversionary Liaz – an overseer of the Legion’s mechanization – is striving to bring its full techworks online.

  • Archive of Flesh (57-60) - Part museum, part menagerie, the Archive of Flesh is home to masterpieces of Shaper invention. Ahzrius, the archive’s curator, has toiled over the collection for ages, posing its monstrosities in exhibits of sinew, staples, and meat.

  • Empyrean Core (59-60) - A marvel of Brevanic innovation, Empyrean Core houses the planar engine that powers the Eternal City. Now, its chambers are patrolled by Salvarola’s mutants and the minions of Dr. Perfidous, a mad alchemist who brews the only elixir known to keep the Beast Lords’ consuming rage at bay. The doctor’s creations and experiments must be stopped before he can discover a mutation to afflict the Ascended and unleash the Beast Lords across Telara.

  • Tower of the Shattered (59-60) - With an artificial intelligence known as Auram guiding their path, the Ascended must steal into an impenetrable fortress and assassinate General Thunderscar and Commissar Typhiria without alerting the Legion garrison … or Crucia herself.
Raids (10 – 20 players)



Raids require a group of ten to twenty players ready to confront the greatest threats Telara’s enemies have to offer.
  • Slivers – Teams of ten Ascended can raid alternate timelines where the Blood Storm is victorious. You must have Quantum Sight to find this sliver, however you do not need the ability to enter the raid itself.
  • Twenty-player raids – Only the largest forces can triumph against the dragons and their lieutenants in truly terrifying strongholds like Greenscale’s Blight, Hammerknell, and the Infernal Dawn.

In Storm Legion, there are the following 10m raids:

  • Triumph of the Dragon Queen (ToDQ) - A tier 1 [SL] sliver located in the Kingsward on Brevane.

In Storm Legion, there are the following 20m raids:

  • Frozen Tempest (FT) - Crucia gathers the Storm Legion to her in preparation for the armies of the Ascended.
  • Endless Eclipse (EE) - In a fortress of flesh built from the long-suffering inhabitants of Dusken, the assembled generals of Death prepare to summon Regulos to Telara.



PvP happens in Warfronts (instanced PvP) and open World PvP (Daily PvP quests and PvP Rifts). Warfronts are broken down into level brackets: 10-19, 20-29, 30-39, 40-49, 50. At level 50 you are able to start grinding Prestige which are PvP Ranks. PvP Ranks are effectively broken down into brackets as well - you obtain the gear in each bracket before you're able to obtain gear in the next. Prestige is PvP-based experience, adding to your rank within PvP whereas Favor is the currency used to purchase gear. Armor and items come with two PvP unique stats: Valor and Vengeance. Valor is used to mitigate damage whereas Vengeance is your PvP-based attack power bonus.



Warfronts

Warfronts are instanced PvP battles where teams of Defiant battle teams of Guardians. Either faction can be drafted as a mercenary for the opposing team, fighting as a Defiant on the side of the Guardians or vice versa to help correct imbalanced teams. Every weekend, a different Warfront becomes a hot spot for conflict between the Guardians and Defiant. New Warfronts and Warfront modes often debut as Weekend Warfronts, which always reward extra Favor and Prestige.

There are currently six warfronts:

quote:

Black Garden - Martyrdom
  • Maximum team size: 10
  • Minimum player level: 10
  • Victory condition: Collect 500 points (by holding the Fang of Regulos or killing players) within 20 minutes

Library of the Runemasters - Martyrdom
  • Maximum team size: 15
  • Minimum player level: 10
  • Victory condition: Collect 1,000 points within 20 minutes by carrying Dwarven Rune Vessels or defeating enemy players

The Codex - Domination
  • Maximum team size: 15
  • Minimum player level: 20
  • Victory condition: Collect 1,000 points by holding vital positions, OR the most points in 20 minutes

Whitefall Steppes - Capture the Flag
  • Maximum team size: 15
  • Minimum player level: 30
  • Victory condition: Capture 3 sourcestone, OR the most enemy sourcestone within 20 minutes

The Battle for Port Scion - Conquest
  • Maximum team size: 20
  • Minimum player level: 50
  • Victory condition: Gain 1,000 points, OR the most points in 45 minutes, OR slay the enemy commander

Karthan Ridge



Conquest

Conquest is a three-way inter-dimensional PvP struggle across a massive alternate-reality instance. Conquest features cross-shard recruitment and huge armies, spreading all-new warfare, land-control mechanics, and more across a battlefield the size of an entire zone.

quote:

Oathsworn, Dominion, and Nightfall descend on this alternate Stillmoor, eager to harvest its precious sourcestone. Rampage across haunted valleys and claim enough resources to fuel your faction’s plans.

Goal: Hold Sourcestone Extractors scattered throughout the map
Rewards: Earn credit for kills and contributions across varied PvP and PvE objectives
Victory: 10-minute countdown starts when one faction controls enough Extractors OR the target number of total players have been killed
Whoever controls the most Extractors when the timer expires wins, receiving access to bonus rewards!



In the world of Telara your characters can choose to work in various professions. This gives them abilities to gather various resources, like wood or metals, or to craft items from resources, e. g. weapons, runes or potions. A character may choose any combination of up to 3 professions. These are leveled independently of adventuring levels and are not tied to the soul system.

Gathering Professions
  • Butchery obtains hides, bones and teeth from animal corpses. Butchers can produce leather from hides at a loom. Used for Apothecary, Outfitting, and Armorsmithing.
  • Foraging collects plants and wood logs, and manufactures planks and lumber from these logs at a workbench. Used for Apothecary, Artificing, and Weaponsmithing.
  • Mining extracts ore from nodes. Miners can smelt the ore into bars at a forge. Used for Artificing and Weaponsmithing.

Crafting Professions
  • Apothecary creates flasks, potions, philters, tonics, and dyes.
  • Armorsmithing creates chain and plate armor, as well as shields.
  • Artificing creates jewelry and caster weaponry.
  • Outfitting creates cloth and leather armor.
  • Runecrafting creates runes, used to augment weapons and gear.
  • Weaponsmithing creates melee and ranged weapons.

In Patch 1.9, Trion added the survival skills of Fishing and Survival. Fishing allows you to fish up food for your group that can be cooked with skills in Survival and also fun things such as trophy fish and artifacts that are exclusive to the waters. Survival allows you to cook food, create bedrolls, and tents for gaining rested experience. These skills can both be learned with no restrictions.

Crafting & Tradeskill Guides

[SL] Fishing in Brevane and Dusken

Eltoasto fucked around with this message at 05:12 on May 15, 2013

Eltoasto
Aug 26, 2002

We come spinning out of nothingness, scattering stars like dust.





The Soul System is a very large feature for Rift. There are four classes or, as Trion calls them, 'callings' which receive eight unique souls that they can mix and match. As you level up, you receive points that you can put into these souls, unlocking new abilities, and improving old ones. The huge flexibility from this system allows for truly unique playstyles. Do you want to be a teleporting rogue that throws bombs? A mage that heals by doing damage? A cleric that shoots nonstop death star lasers? You can do all this and more!

Each character can have up to six 'roles'. Each role is a configuration of three souls, and you can switch between these roles at any time while out of combat. Having trouble on a tough pull? Have someone swap to their healing role. Need an off-tank? That DPS rogue can switch to his Riftstalker build. Keep a build for PvP, solo questing, and three builds for raiding because your GM is giant loving sperglord.



quote:

Clerics are bar none the most flexible calling in Rift. Within a raid the clerics will be flexibly changing their roles to suit the needs of every encounter. Tank healing, raid healing, DPS, support, tanking! You need it--we got it, and what each fight needs is typically very different. Clerics have one tanking soul, three healing souls, and four offensive souls. The tanking soul doubles as a potent raid healing base and it's incorporation with other souls is a significant factor in our great flexibility.

At the top end of content, Clerics form the healing base of a raid but what that means varies greatly by encounter. Sometimes that means channeling intense single target heals into your tanks, sometimes that means blasting the boss with bolts of light to charge your fantastic raid heals. Sometimes that means that two of you are healing while the rest switch over to a DPS focus and lay into the boss as hard as you can. Clerics can provide a lot of potent healing and dps at the same time, but we do pay a hybrid tax on our damage output.

Cleric tanks are hearty creatures but trail a bit behind warriors and rogues in terms of mitigation. This is because our tanking soul includes many great healing abilities! A significant part of playing a cleric tank well is flexibly healing yourself and the raid as the situation demands it. Clerics have the best threat generation and ranged tanking abilities around. There's something deeply satisfying about timing a melee strike that heals your allies in time with a boss's mechanic. While not typically the first choice for a solo-tank encounter, a cleric tank is a major asset for any 2-3 tank encounter.

In PvP, clerics typically focus either on a strong healing focus with flexible group healing or emphasize a damage/healing hybrid. Either support your allies and enable them to be more aggressive, or stand shoulder with them and kill the enemy first while still keeping the potential to dish out large amounts of (unsustainable/burst) healing. Clerics can do a lot in PvP but we lack the key debuffs (such as a healing debuff) to really kill things efficiently on our own. We work best in a team!

  • Storm Legion Soul - DEFILER
    The Defiler is a Death-themed soul that can intercept, prevent, and heal through staggering damage. Hybrid DPS/healing soul.

  • CABALIST
    The Cabalist soul has seen some major changes to help make its use more understandable and to make it easier to combine with other souls. The most significant change is the removal of the Decay mechanic. Ranged AoE DPS soul.

  • DRUID
    The Druid now has a wider selection of pets as well as an increased emphasis on positioning. They not only now have tank pets and a ranged DPS pet, but Druids gain a number of benefits when attacking from behind. Melee DPS soul.

  • INQUISITOR
    The Inquisitor has seen the fewest changes of all of the Cleric souls. The most obvious change is that Life and Death Concord is no longer RNG-based. Instead, your Life spells build up stacks which reduce the casting time of Bolt of Depravity until it can be cast instantly, and reduces the mana cost of Bolt of Depravity by 10% per stack. Single target ranged DPS soul.

  • JUSTICAR
    The Justicar remains a healing-themed tanking soul. While they still trigger all of the same heals through damaging abilities, the healing is no longer based on the damage done by the Justicar. Tanking soul.

  • PURIFIER
    Still a primary tank healer, the Purifier is now better focused on damage reduction and prevention. They now have a wide variety of buffs and absorption spells that reward planning and preparation! Healing soul with a focus on absorption.

  • SENTINEL
    Still a primary tank healer, the Sentinel is now better focused on speed and responsiveness. No longer reliant on the RNG for Serendipity procs, they now have many tools at their disposal for reducing their cast times and putting out a lot of healing in a hurry. Of all the healers, they have by far the most cooldowns to respond to any situation. Healing soul.

  • SHAMAN
    While the Shaman should look very familiar, it's seen a fair number of changes to give them a better flow and remove much of the RNG reliance. Long Memory is no more. In its place is Pattern of Violence which causes all weapon attacks to reduce the current cooldown of Massive Blow. Brutalize stacking is a non-factor, because it only lasts 4 seconds now, which is faster than you will be able to use Massive Blow again. Melee DPS soul.

  • WARDEN
    The Warden has received a number of new spells and adjustments to fully flesh them out as the Cleric's premier AoE healing soul. They now have the easiest access to quick-recast area of effect heals, all of which hit up to 10 party or raid members. They are now also built for greater damage potential to increase their utility between raid damage spikes. AoE healing soul.

Guides & Builds for Clerics

[SL] Warden - Raiding
[SL] Inquisitor
[SL] Defiler - Raiding & Dungeons



quote:

Mages offer many flavors, but they're always ranged casters. With 6 offensive souls and 2 (loving amazing) supportive souls, mages have a great potential to blast the enemy to bits or carry your raid to victory. Every raid MUST have an Archon (a mage that delves heavily into unique raid wide buffs and debuffs) and at least one Chloromancer (a mage who deals in life damage, and converts this damage into healing for his allies).

At the top end of content, Mages split the responsibility of carrying the raid with the clerics and if they're not doing that they are blasting away with the best of the best DPS. Mages are expected to know how to support a raid as well as sling lightning bolts with the best of them, but there isn't the high level of flexing as there is in the cleric calling.

Mages can't tank alongside warriors, rogue, or clerics, but you've got two great pet souls that can do the job while leveling up.

In PvP, mages have a huge variety of viable specs they can play and bring a commanding amount of CC and debuffs. How you blend those together with raw damage output is where it all comes together. Mages in PvP are masters of AoE, of ST burn, of mana/energy drains and just putting CC where it needs to go. You're a bit squishy but everything you do is scary as long as someone is keeping warriors from charging you in the face. You do amazing in group play but can tend to suffer (oh god warriors in the face) in the solo queue environment.

  • Storm Legion Soul - HARBINGER
    Harbingers are battlemages that wield the plane of Life. Harbingers excel at dealing damage to single targets in melee range. They have high survivability and can live through damage that would kill most Mages. Melee single target DPS with high mobility.

  • ARCHON
    The Archon is largely unchanged and should continue to play very similarly to how it has been. The main difference is the change to Pillaging Stone. Pillaging Stone no longer applies its buff by default - in order to gain the stat buff from Pillaging Stone you will need to spend points in Strength of Stone on Tier 2 of the Archon soul tree. Ranged support soul.

  • CHLOROMANCER
    The Chloromancer is still a soul that heals through dealing damage. Previously this healing was done as a percentage of the damage dealt. With this update, the healing is done based on the base cast time of the spell dealing damage. If an effect reduces the cast time of an ability it will still trigger healing based on the original cast time of the ability and not the modified cast time. The Chloromancer will still need to deal damage in order to trigger the healing from their Veils, but that healing will not be based on the amount of damage done. Life damage will still heal for more and AoE spells continue to be less efficient in the healing they provide. Ranged healing soul with a focus on single target or AoE.

  • DOMINATOR
    The Dominator soul continues to be control oriented. The popular abilities from the soul such as Transmogrify, Storm Shackle and Split Personality either remain unchanged or are improved. Adding to the collection of abilities are several new area of effect and area denial abilities. These allow the Dominator to contribute substantial area damage to a fight and help shape the battlefield to their allies’ advantage. Ranged AoE/control soul.

  • ELEMENTALIST
    The Elementalist has seen some substantial updates. Pets have received an overhaul in order to help them scale better as you advance. Abilities that affect your pets now work on pets from both the Elementalist soul and the Necromancer soul. Likewise, abilities from the Necromancer will affect pets from either soul. Adjustments have also been made to the spell rotation for Elementalists to make it more interesting to play. Ranged single target DPS soul with a pet.

  • NECROMANCER
    As with the Elementalist, the Necromancer has seen some substantial updates. Abilities that affect your pets now affect pets from both the Necromancer soul and the Elementalist soul, and vice versa. The other major change to the soul is that Deathly Calling is now applied by undead pets instead of the Mage. This allows the Mage to have a much more interesting set of abilities to take advantage of Deathly Calling stacks instead of just setting their pet up to hit a little harder. Ranged single target/AoE DPS soul with a pet.

  • PYROMANCER
    The Pyromancer remains largely unchanged from its previous incarnation. There is a greater emphasis on applying and utilizing stacks of Combust on enemies, which helps add a strategic element to the soul that was missing previously in many instances. Ranged single target DPS soul.

  • STORMCALLER
    The Stormcaller has a renewed emphasis on their ability to deal damage to multiple enemies at once. They retain their reliance on building stacks of Electrified and Hypothermia on enemies, but have received some new tools to help them do so. Ranged AoE dps soul.

  • WARLOCK
    The Warlock continues its focus on utilizing damage over time abilities, and has been updated so a greater portion of their damage comes from those effects. They have gained several abilities that help them in maintaining their DoTs on enemies, transferring the DoTs between targets, and even causing their DoTs to explode to deal a large amount of damage in one shot. Ranged DoT based single target DPS soul.

Guides & Builds for Mages

Info post here!



  • Storm Legion Soul - TACTICIAN
    Tacticians are extremely versatile, unleashing torrents, bolts, and cores to destroy their enemies and mend their allies. Their remarkable healing powers synergize well with those of the Bard. Ranged support soul.

  • ASSASSIN
    Assassins are masters of stealth and selectively take down weaker opponents by catching them off guard. They specializes in single combat and are vulnerable when dealing with multiple opponents.

  • BARD
    These musicians are the true jack of all trades, masters of none. Their tunes motivate and heal allies, and weaken and hurt enemies. Ranged support soul.

  • BLADEDANCER
    Bladedancers are duelists and are proficient in face to face melee combat. They execute a series of rhythmic actions to boost their combat prowess.

  • MARKSMAN
    These deadly ranged fighters are highly capable of overwhelming their opponents from afar. In addition, they are able to distance themselves away from danger.

  • NIGHTBLADE
    Nightblades are melee combatants who enchant their weapons with the planes of Fire and Death to destroy their opponents. They are also able to damage enemies from a short distance.

  • RANGER
    With a ranged weapon and a faithful companion, Rangers are highly competent in combat. Their affinity with their companion makes them a force to be reckoned with.

  • RIFTSTALKER
    Blessed by planar forces, these mobile teleporting beasts are made to bear the brunt of battle, capable of outlasting their enemies in prolonged combat. Tanking soul.

  • SABOTEUR
    Armed with an arsenal of Charges, Bombs and Traps, Saboteurs are weapons of mass destruction. They devastate the battlefield, leaving behind death and destruction. Ranged AoE DPS soul.

Guides & Builds for Rogues

Zyzyx's Rogue Bible
[SL] Lyx's 2.0 Rogue Guide



quote:

Front-liners no matter how you slice it, warriors set a high standard in both tanking and DPS. With an even split of four tanking souls and four DPS souls, warriors have some of the richest options in the flavor of their tanking yet still have a variety to choose between in their DPS specs. At the top end of content, warriors put intense damage in specs that flexibly transition between area of effect and single target damage but as melee fights are subjected to the limitations and mechanics a fight imposes on them. If unfettered by mechanics, warriors will consistently lead raids in output.

Warriors are a consistent choice for tanking as well in many raids. A warrior tank is present in the lineup for almost every raid encounter, though they lack many of the supportive, movement or defensive cooldowns the other tanking options enjoy.

On the PvP side of things, warriors have another wealth of options from pure dps to hybridization with tank souls to pure tank. Many warriors make a marginal investment in a tank soul for survivability and some easy to reach CC options.

  • Storm Legion Soul - TEMPEST
    The Tempest is a ranged DPS soul that is based around the plane of Air. They are heavy-damage lightning rods, unleashing torrents of damage from long range. They wield formidable and versatile area blasts and benefit from heavy armor and illusory tricks. Ranged DPS soul.

  • BEASTMASTER
    The Beastmaster is a master of communication and bringing allies together to fight as one, devastating their enemy with their unity of purpose. They fight alongside their Primal Companion, lending their aid and power to those who choose to fight with them.

    The Beastmaster has become a support soul, buffing themselves before battle and then using their Finisher attacks to trigger those buffs that enhance the combat effectiveness of all their allies.

  • CHAMPION
    Used to fighting a losing battle against multiple foes, the Champion has become a master of fending off outnumbering forces and emerging victorious even against the most unbalanced odds. Their powerful attacks sweep through their enemies like they are harvesting wheat, leaving the bodies of their foes piled in their wake.

    The Champion is a master of facing multiple targets, dealing damage and defending themselves from overwhelming forces. That being said, they lose effectiveness when facing a single opponent.

  • PALADIN
    Stalwart defenders of the innocent, the Paladin wields his great shield to protect himself and his allies in battle. He wields the power of life to heal his wounds and rend it's spark from his enemies, destroying those who would seek to harm those he protects.

    The Paladin protects themselves with their Shield, turning their opponent's attacks back on them. They have learned to wield the power of the Plane of Life to heal themselves, protect themselves, protect themselves and their allies, or deal further damage to their enemies. As would be expected by their large shield, Paladin's are better at defending against Physical attacks, but fall behind when it comes to magical protection.

  • PARAGON
    Master of weapons and her own body, the Paragon wields her weapons as if they were a part of her. Facing each enemy with a dance of blood and steel that leaves her foes cast aside as she moves on to her next doomed target.

    The Paragon is the master of facing off against a single opponent, dealing swift and brutal damage to them. When faced by multiple enemies however they cannot keep up and quickly fall to their foes.

  • REAVER
    The Reaver surrounds themselves in the energy of the Plane of Death to corrupt their foes and the very ground at their feet. They infect their enemies to weaken them and feed on the corruption to survive even the most deadly opponents.

    The Reaver continues to use the powers of the Plane of Death to deal damage to their foes. Their defenses may not be as strong as those of other tanks, but they do a better job at dealing damage and handling multiple opponents.

  • RIFTBLADE
    She gathers the energy of the Rifts themselves around herself and uses it to enhance her weapons and herself. Wielding blades of electricity or sheathing her body in flame she carves her way through her opponents like a force of nature. When the fighting gets desperate or her target tries to evade her, she cloaks herself in the power of the Rifts to slip across great distances instantly.

    The Riftblade uses Elemental damage to enhance their weapon attacks in battle. When faced with difficult situations they have multiple teleports they can use to escape or chase after an opponent.

  • VOID KNIGHT
    Devouring the power of his foes the Void Knight uses it to enhance himself in battle, turning himself into a juggernaut on the battlefield.

    The Void Knight absorbs the power of their foes to make themselves stronger in battle. This power can then be used to protect themselves, or to unleash brutal damage against their foes. because of their nature, they tend to be better at Magical protection than other tanks, but lack more in defending against Physical blows.

  • WARLORD
    The Warlord is a master of the Battlefield, he uses his awareness of it and his enemies to give him great advantage. He is balanced in his attacks and does not extend himself too far, or too often. Instead waiting for the right moment to deal effectively with his foes.

    A hybrid that cares as much about self preservation as they do about defeating their foes, the Warlord balances defense and offense. They are not as strong at defense as a tank, nor as strong at offense as a purely attack focused Soul but they combine both to add utility to either, or allow someone who is focused in one discipline to enhance themselves in the other.

Eltoasto fucked around with this message at 09:37 on May 17, 2013

Eriic
Aug 9, 2009

Twisp, is this a truth? Do you do evil?
I played this game for a few months back when it launched, and just recently got a free copy of Storm Legion from Raptr. A few minutes ago I logged into my old main on Lotham which I guess is now for trial players only, and this is the message that greeted me:



Then I checked my mail and found about a dozen different purple and blue items rewarding me for various things that I guess I did while I wasn't playing. I even got a server first! :toot:

boho
Oct 4, 2011

on fire and loving it

Be this to level as a Mage.

That's about all the first-page advice I've got.

Kyrosiris
May 24, 2006

You try to be happy when everyone is summoning you everywhere to "be their friend".



The info about the guild should probably make note of that you can join regardless of faction, to (attempt to) head those questions off at the pass.

Shitty Treat
Feb 21, 2012

Stoopid?
Have they made storm legion levelling less of a grind yet?

Hugoon Chavez
Nov 4, 2011

THUNDERDOME LOSER
Is there an EU guild by any chance?

Getting back to rift after I heard it's going f2p, hopefully the model is any good and the game gets a well deserved population boost. I enjoyed it a lot for the two months I was subscribed, but I can't afford to pay a sub.

Also, wow, they got housing now? It looks pretty lovely, though.

Eltoasto
Aug 26, 2002

We come spinning out of nothingness, scattering stars like dust.



Hugoon Chavez posted:

Is there an EU guild by any chance?

Getting back to rift after I heard it's going f2p, hopefully the model is any good and the game gets a well deserved population boost. I enjoyed it a lot for the two months I was subscribed, but I can't afford to pay a sub.

Also, wow, they got housing now? It looks pretty lovely, though.

Eh? Dimension housing is pretty incredible if you want a sandbox. The starter dimension is free and tiny, but it's just the starter. Also no, there is no EU guild.

Kettlepip
Jun 23, 2009

I really liked this game a lot at launch, but quit shortly after realising that combat was essentially bashing macros and never went back. I'm not saying macros are a bad thing (they aren't); but copy / pasting the optimal list from the forum and then throwing ten abilities into a macro for your 'basic' attack just seemed pretty daft. Did this ever change?

Hashtag Yoloswag
Mar 24, 2013

...I'm sorry. I can't seem to remember any of the rest.

Kettlepip posted:

I really liked this game a lot at launch, but quit shortly after realising that combat was essentially bashing macros and never went back. I'm not saying macros are a bad thing (they aren't); but copy / pasting the optimal list from the forum and then throwing ten abilities into a macro for your 'basic' attack just seemed pretty daft. Did this ever change?

You know you don't actually have to just macro all your abilities together, right?

Just looking at Inquisitors (which are apparently one of the easier specs), you've got 5 rotational abilities. I used less on my destro lock in WoW.

e: To actually answer your question, no, and it probably won't ever change unless they make macros unable to work as priority lists.

Kyrosiris
May 24, 2006

You try to be happy when everyone is summoning you everywhere to "be their friend".



I would honestly love to watch someone play Shaman without macros. They'd have to be a drat concert pianist, I reckon.

Daerc
Sep 23, 2007

Look! A door! This must mean something!

Kettlepip posted:

I really liked this game a lot at launch, but quit shortly after realising that combat was essentially bashing macros and never went back. I'm not saying macros are a bad thing (they aren't); but copy / pasting the optimal list from the forum and then throwing ten abilities into a macro for your 'basic' attack just seemed pretty daft. Did this ever change?

Depends on class. Certain souls had CDs removed or lowered on abilities you really don't want to spam, but most rotations can be simplified to a few macros. I main a rogue, and in that Tac and bard is about all I can think of where macros aren't useful, but bard doesn't have that many buttons that need pressed with any frequency and tac is a pretty simple above 30%/below 30% rotation despite the number of buttons.

Elswyyr
Mar 4, 2009
This looks pretty interesting, but I gotta know: Does it do That One MMO Thing where all previous content is completely invalidated by expansions? Because I really really dislike that.

DemonMage
Oct 14, 2004



What happens in the course of duty is up to you...
In terms of progression, yes it does. Though there are still cosmetic reasons and achievements and such to earn in older content.

Kyrosiris
May 24, 2006

You try to be happy when everyone is summoning you everywhere to "be their friend".



PUGs for the tier 1 and 2 raids from original Rift get run pretty regularly for cosmetic armor or the weekly raid quests (for PA), yeah.

Reminds me, I should find a run of ROS next time it's the weekly so I can get O Herald and my Death Master title.

Count Thrashula
Jun 1, 2003

Death is nothing compared to vindication.
Buglord
I started a Chloroharb Mage this past weekend and have been having a blast with it, playing up to level 35 or so. Pyro in dungeons and even Chloro in dungeons has been a really fun experience too. One expansion in, and Rift is even better than it used to be.

Shaman Tank Spec
Dec 26, 2003

*blep*



Hugoon Chavez posted:

Is there an EU guild by any chance?

Nah but the US guild is fine. I played there for a couple of months last spring and even though I'm from GMT+2 there was always someone around. The lag isn't bad either, couldn't really notice a difference between EU servers and US ones.

Chyea
Aug 15, 2011
Is it possible to add the Raptr game time/expansion to an account made at launch?

Kyrosiris
May 24, 2006

You try to be happy when everyone is summoning you everywhere to "be their friend".



^^ Sure is.

Der Shovel posted:

Nah but the US guild is fine. I played there for a couple of months last spring and even though I'm from GMT+2 there was always someone around. The lag isn't bad either, couldn't really notice a difference between EU servers and US ones.

Yeah, the latency when going from the EU to the US or vice-versa is shockingly low. I got something like 130ms latency going to the EU servers from the US back when I was playing with EU friends (I figured if I was on a third shift schedule, it made since to play there; this was dumb).

Macdeo Lurjtux
Jul 5, 2011

BRRREADSTOOORRM!
Have they added a "the Grim" suffix yet? I need to make my guy Grim Grimmerson the Grim.

Alpha Mayo
Jan 15, 2007
hi how are you?
there was this racist piece of shit in your av so I fixed it
you're welcome
pay it forward~

Chyea posted:

Is it possible to add the Raptr game time/expansion to an account made at launch?

I don't know, I added the Raptr expansion to my account and it upgraded it but didn't give any game time. So I think it only includes game time on new accounts.

YourHumbleMessiah
Oct 11, 2005




The time will only work for new accounts, yeah.

Kyrosiris
May 24, 2006

You try to be happy when everyone is summoning you everywhere to "be their friend".



YourHumbleMessiah posted:

The time will only work for new accounts, yeah.

No, I got the 30 days on my account, basically same as adding a time card.

Al Baron
Nov 12, 2007
They were all out of Marquess.
The newest Raptr reward straight up states that too.

Zoness
Jul 24, 2011

Talk to the hand.
Grimey Drawer

Kyrosiris posted:

I would honestly love to watch someone play Shaman without macros. They'd have to be a drat concert pianist, I reckon.

There's almost no reason to play shaman without macros though, unless you're just cycling through the AoE spam rotation.

I do use separate macros to make sure I don't Frozen Wrath or Combined Effort a target that will die in less than 15 seconds but you'd have to ask a better Shaman player to figure out how to optimize better than that.

Also macros simplify things but just using them as your rotation without regard for raid cooldowns and encounter mechanics can hurt your performance. They don't play the game for you, they just make it so you don't need to hit 5 different buttons to satisfy your non-physical ability use as a Shaman.

Vermain
Sep 5, 2006



Admittedly, the macro system is just sort of bandaging over a significant problem (having 4 or 5 "junk" abilities that you need to press but which themselves do not do anything interesting), but it's an appreciated bandage. I have the manual dexterity of a boulder, so the fewer buttons I have to press, the happier I am.

deimos
Nov 30, 2006

Forget it man this bat is whack, it's got poobrain!
Listen, how else am I supposed to tank and answer tells and eat sandwiches and watch TV at the same time if I don't have my one true macro?

Mind over Matter
Jun 1, 2007
Four to a dollar.



Kyrosiris posted:

No, I got the 30 days on my account, basically same as adding a time card.

I don't know if there was a different reward and they changed it, but as of last night an existing account does not get time, just the expansion.

Count Thrashula
Jun 1, 2003

Death is nothing compared to vindication.
Buglord

Vermain posted:

Admittedly, the macro system is just sort of bandaging over a significant problem (having 4 or 5 "junk" abilities that you need to press but which themselves do not do anything interesting), but it's an appreciated bandage. I have the manual dexterity of a boulder, so the fewer buttons I have to press, the happier I am.

Yeah, that's one of my few complaints - having a number of abilities that are all "Instant - deal XXX damage - cooldown 8 seconds" or something, with no other interesting effects.

Verranicus
Aug 18, 2009

by VideoGames
Just chiming in to say that I also got the 30 days and expansion on an existing account that I'd bought at launch with the Raptr thing.

Hugoon Chavez
Nov 4, 2011

THUNDERDOME LOSER
Well, I didn't get the time with my expansion, and that sucks :mad: now I can't play for a month!

necrotic
Aug 2, 2005
I owe my brother big time for this!

Vermain posted:

Admittedly, the macro system is just sort of bandaging over a significant problem (having 4 or 5 "junk" abilities that you need to press but which themselves do not do anything interesting), but it's an appreciated bandage. I have the manual dexterity of a boulder, so the fewer buttons I have to press, the happier I am.

This is one of the reasons I enjoy Mage so much. Archon is really the only soul I have a "spam" macro. All of my other macros are @mouseoverui or @focus casts for quick healing/cleansing.

edit: I have one for my harbinger soul but I only use that for lazy farming poo poo.

necrotic fucked around with this message at 17:29 on May 15, 2013

malhavok
Jan 18, 2013
Can someone explain this Raptr thing? I got the expansion for free from some purchase on Steam so i thought i might check it out again. Also, i had a lvl 50 rogue and warrior, which one is better for pvp?

Eriic
Aug 9, 2009

Twisp, is this a truth? Do you do evil?

malhavok posted:

Can someone explain this Raptr thing? I got the expansion for free from some purchase on Steam so i thought i might check it out again. Also, i had a lvl 50 rogue and warrior, which one is better for pvp?

Raptr is a gaming-centric social networking site / IM client that tracks your gameplay statistics similar to what Last.fm does for music. They also do promotional giveaways where you can earn rewards for playing certain games or whatever. Recently they were giving away copies of Rift and Storm Legion as well as codes for a Raptr pet and some other in-game swag.

Kuai
May 25, 2004
Is it still possible to do that Raptr deal for a free 30 day sub?

Tsurupettan
Mar 26, 2011

My many CoX, always poised, always ready, always willing to thrust.

I bought this at release and played kinda-sorta on/off. The issues I had were the world was kinda dull and I was put off by 'just macro everything together, mash 3 buttons' to play characters. Considering playing again, so I have to ask, has the latter changed at all? I don't like super button bloat, but I also think macroing it all together is kind of boring. Are there any soul set ups at the moment that are effective and can be played to great effect without macroing all your abilities together?

Count Thrashula
Jun 1, 2003

Death is nothing compared to vindication.
Buglord

Kuai posted:

Is it still possible to do that Raptr deal for a free 30 day sub?

Yep, I created a new trial account and did the Raptr thing to get the game for free and 30 days for free, if that's what you mean.

Vermain
Sep 5, 2006



necrotic posted:

This is one of the reasons I enjoy Mage so much. Archon is really the only soul I have a "spam" macro. All of my other macros are @mouseoverui or @focus casts for quick healing/cleansing.

edit: I have one for my harbinger soul but I only use that for lazy farming poo poo.

Harbinger is great. If you jiggle around like a lunatic during combat, you can get almost everything you need into a single macro (for single target, anyways).

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Zoness
Jul 24, 2011

Talk to the hand.
Grimey Drawer

Tsurupettan posted:

I bought this at release and played kinda-sorta on/off. The issues I had were the world was kinda dull and I was put off by 'just macro everything together, mash 3 buttons' to play characters. Considering playing again, so I have to ask, has the latter changed at all? I don't like super button bloat, but I also think macroing it all together is kind of boring. Are there any soul set ups at the moment that are effective and can be played to great effect without macroing all your abilities together?

Honestly, if you think anything can be reduced to mashing 3 buttons aside from the Shaman AoE rotation (which is 3 non-macro'd buttons!) or a solo spec (in which simplicity is more important than optimal results you probably aren't playing the rotation as tightly as you can be. (I've heard nightblade is a button light spec too though). Macros just reduce the book-keeping on the rotation so you can focus on getting the most out of your cooldowns.

Also healers are very macro-light in general aside from a res or cooldown yell macro, reactive healing can't really be macro'd and predictive healing still needs to be prepared to perform cooldowns.

And if you have something against putting shock pulse at the bottom of every warrior macro then I don't know why you hate fun :colbert:.

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