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Messages - Myro

Pages: [1] 2 3 ... 8
1
General Discussion / Re: If you have not noticed ......
« on: April 14, 2018, 12:15:14 AM »
bummer

2
Rift General Discussion / Re: XP Bar issue
« on: April 09, 2018, 01:29:46 PM »
You should get an achievement for that

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3
General Discussion / Re: General banter
« on: April 02, 2018, 01:10:35 PM »
I had help from a friend who use to paint

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4
General Discussion / Re: General banter
« on: April 01, 2018, 08:37:27 PM »
New bumper is painted

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5
General Discussion / Re: Wishing you a Great Easter!
« on: April 01, 2018, 03:51:24 AM »
Happy Easter

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6
Rift Cleric / Re: Shaman Leveling Build
« on: March 26, 2018, 10:55:55 PM »
Nothing Better than a good leveling build for a Cleric. My favorite is the Shaman they do good damage and are tough as nails. This is the Level 35 version of my Build along with Macros and a video of the one button Spam working on an Equal level mob.


This build is pretty simple. I go as much as I can go into Shaman for Single Target Damage and the rest into Purifier for healing and shielding. Justicar is just for the passive buff Salvation.

At Level 35 I get about 300 DPS fighting an equal level Mob and finish it quickly with a full health bar. The Macro has one shield built in and I keep another on hand to put up when that one falls. The shield absorbs about 40 DPS and your passive heals give you another 40 HPS. I rarely even use my heal macro.


Macros

Spam
#show Crushing Blow
suppressmacrofailures
cast Symbol of the Torch
cast Massive Blow
cast Jolt
cast Crushing Blow
cast Ride the Lightning
cast Ekkehard's Grasp

Heal
#show Healing Flare
suppressmacrofailures
cast @mouseoverui Symbol of the Torch
cast @mouseoverui Healing Flare

Shield
#show Symbol of the Torch
suppresssmacrofailures
cast @mouseoverui Symbol of the Torch

Skills to keep on Hand

Lightning Hammer I use as a Pull
Avalanche Strike I use to tag when more than 1 mob are pulled
Glacial Shield Use after Macro Shield wears off
Ageless Ice
Looks good but can it tank IT :D :D

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7
Rift General Discussion / Re: Insane XP!
« on: March 22, 2018, 02:44:12 PM »
That's some what saddens me I hope it's not to quick now

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8
General Discussion / Re: General banter
« on: March 21, 2018, 12:28:05 PM »
5 hours later and one smashed finger  driver side tonight

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9
Rift Mage / Re: Glass Cannon
« on: March 13, 2018, 11:39:09 PM »


So at this point of time other souls should becoming viable to the damage you're currently doing with this spec, and they will eventually surpass it completely as you level. Now I would recommend you keep this spec for about 5 more levels maybe more though itís up to you.

I will personally changing this spec into Pyromancer for the future of this guide.


[SIZE="3"]So here is when you reset your soul points and choose your new spec:[/SIZE]
40 Pyromancer, 12 Stormcaller, 1 Elementalist

Spent Soul Points:
  • 5 points in Ignition (Pyromancer) to reduce the cast time of Fireball to 2s and increase the range of damaging abilities by 5 meters.
  • 3 points in Fiery Concentration (Pyromancer) to avoid pushback on Fireball while in Warfronts or during heavy incoming aoe damage.
  • 3 points in Burning Focus (Pyromancer) increasing single target damage by 6%.
  • One point into Burning Bonds (Pyromancer) providing a root ability once Unbreakable Bonds is specíd into.
  • 3 points in Stoke the Flames (Pyromancer) increasing the damage of Fireball and Cinder Burst by 6%.
  • One in Flicker (Pyromancer) to provide a quick jump to a new location, depending on where you are facing forward.
  • 3 points into Innate Fire (Pyromancer) to increase the bonus damage increase Internalize Charge provides by 6% and the stack count to 6 stacks.
  • One point in Fire Storm (Pyromancer) to give you an aoe ability.
  • 3 points into Improved Flame Bolt (Pyromancer) to make Flame Bolt increase your damage for 10 seconds.
  • One point in Pyromancer's Blessing (Pyromancer) to make any damaging Fire ability to cause Cinder Burst to become instant, basically making Cinder Burst usable now with in the main rotation.
  • One point in Wildfire (Pyromancer) to allow you to have some kind of Fire ability to use while moving or kitting an enemy, however it does require to be proc'd first to do that.
  • 2 points in Pyromancer's Vengeance (Pyromancer) to increase the chance that Cinder Burst becomes instant, but more importantly allows you access to Pyromancer's Fury later on.
  • 5 points in Pyromania (Pyromancer) increasing the damage of Fire abilities based on your Spell Power.
  • One point in Heat Wave (Pyromancer) to make you cast Fireball super fast for 15s every minute.
  • One point in Flash Burn (Pyromancer) making your interrupt Scorch stun any enemy for 5s, though cannot stun the same enemy again for 45s.
  • 2 points in Spark (Pyromancer) make that 1.5s global cooldown after any ability be reduced to 1s.
  • 3 points into Pyromancer's Fury (Pyromancer) makes Fireball usable in the rotation, so long as you have the stacks of Pyromancer's Fury to use up.
  • 5 points in Storm Energyís (Stormcaller) to giving you 10% more Spell Power.
  • 5 points in Cyclogenesis (Stormcaller) to increase crit chance by 5%.
  • 2 points into Conductive Medium (Stormcaller) increases your damage by 2% per stack. However it does require the use of Charge consuming abilities such as Internalize Charge to keep it active and it stacks to max while out-of-combat.
  • One point in Biting Cold (Elementalist) to increase crit chance by 1% per point spent.
Abilities:
- Pyromancerís Armor increases Fire damage by 6% and allows Pyromancer's Blessing/Vengeance/Fury to trigger, without Pyromancerís Armor you canít use your main abilities.
- Fireball your main damaging ability to use that accounts for about 30% of your damage.
- Flame Bolt a slight jolt of damage and increases your damage for 10s, and can be used for movement from time to time.
- Countdown a delayed damaging ability useful for building stacks of Pyromancer's Fury and later on will become a very important part of you damage.
- Cinder Burst your mini nuke ability once it becomes instant.
- Inferno doesnít require the 1s global cooldown before it can be used so once the enemy is below 40% health Inferno can be used every 10s without interference.
- Fire Storm allows you to channel aoe damage in a specific location.
- Raging Storm your filler ability if you run out of Pyromancer's Fury stacks in order to cast Fireball while everything is on cooldown.
- Thunder Shock is another filler ability if you run out of Pyromancer's Fury stacks and allows you to deal damage if you need to move around.
- Internalize Charge boosts the damage of your next 6 abilities by 16%, does cost Charge to use though.
- Heat Wave an awesome ability to use if you just have Fireball to cast allowing to burn the enemy to death in seconds, however it does require at least one stack of Pyromancer's Fury before using.
- Burning Shield provide a shield to shield you from some of the incoming damage that might or will hit you.
- Scorch your only interrupting ability to stop cast time abilities from completing like Fireball on the enemy, or to stun an enemy as they start to use the heavy damaging abilities, or to stop them from running away.
- Burning Bonds to stop an enemy from moving.
- Burn disable the enemy preventing them from dealing damage or doing healing or anything other than moving.
- Flicker allows you teleport to a new location a few meters away to avoid damage.
- Ride the Wind is your run away ability if you want to quickly depart your current location, does cost Charge to use.
- Cerebral Flare allows you to channel your mana back if you run out, later on during endgame content you might find this a waste of time during combat so you might what vials that provide mana once you get up to that level.

Macros:
#show Flame Bolt
suppressmacrofailures
cast Inferno
cast Countdown
cast Flame Bolt
cast Fireball
cast Thunder Shock
cast Burning Shield
cast Break Free

#show Heat Wave
suppressmacrofailures
cast Heat Wave
cast Inferno
cast Fireball
cast Thunder Shock
cast Burning Shield
cast Break Free

Rotation:
Flame Bolt (Cinder Burst) > Countdown (Cinder Burst) > Fireball x2 (Cinder Burst)

Have Pyromancer's Armor active before you do damage.

Keep Flame Bolt, Countdown and Cinder Burst on cooldown.
If you have Pyromancer's Fury stacks use Fireball, if not channel Raging Storm or use Thunder Shock.

Keep Internalize Charge active on yourself on yourself, so when you consume the last stack press it again.
When Cinder Burst become instant use it right then and there.

For Heat Wave use it whenever you want to deal a lot of damage to an enemy while your standing in one spot, you can use Flicker to move if they move out of range or root them before you start Heat Wave.

You can build stacks of Pyromancer's Fury with Fire Storm before you enter combat if you have time.


At this point I want to introduce Kalerts to you to help keep track of specific abilities, this is a very useful addon that you can use at any level however for this guide it most important now that we have gone deep into Pyromancer.
The addon is called karuulalert which you can download from http://www.curse.com/addons/rift/karuulalert

Before I give you the code to get tracking abilities here's some tips.

You have Sets which match the number of Roles you have so if you have 3 Roles you can have Set 1 track buffs for your 1st Role then Set 2 track buffs for your 2nd Role and so on.
If you go through all the Sets you come across Sub Sets which allows you track abilities no matter what Set you are using.
So in short use Sets for your Roles and Sub Sets for Boss Mechanics.

Karuulalert also need to learn abilities if you need to make new Kalerts, it needs to be scanning while you play.

I'm giving you a complete Set of Kalerts for Pyromancer, two Kalerts have bee disabled as they aren't needed right now.

Karuulalert:
Code: [Select]
KA::A1/ikeNqdkluPmzAQhf8Kb31LbWLAyE/mpu5LtVql6kukaAJDQDWwst2V6OW/17BRmnRpl63
GSGAfmfnmnPtRDx30Jep3xiu+6lFQsROPCkbU82vhnvsXIsnSPPEzSijJJc0zJohTF66Iq4e2tiI
DC+/3n+72cGxVa8dDWw692dcKTONvqsqIMPAFJ5EIybToxg/cHd+NhfKL+SnS/OMuf3A7bk2Xbsn
czXl7/grn/xU/7rpHPTxh5RUKOvSSQdm5mz8wlmSSkNjPGSWBn4UZK+RqEOxRn8YjQkdhxoloJCK
2vcVZxtgtY/QWdQ+q/YZe2oA+4ZIZCyo5uxAQxhNOAy6D1RAaFYLBBsGy44WCE77ClKn+YcpNaKT
uBn1LU7yM1rNKhmEaZzxlUSSLLN/mq2lAl9CjaVpUFTtHbOs88W9pUjD2ioTM5U7+RiLL0o1JQ3+
dqo2dRm8vtlyJJAtdnNIgZHFcJDFfb8dRoTFtfzoM9cE2eKinoJpnXzh9JV0XP5bT9cF57H2Gp8V
Q/T6UEU+I79MgdQipm/8bmh+Gqm410nPDxAUp/u+GfwEhzmIk


New Soul Point:
  • Your first point goes into Flame Volley (Pyromancer) give you a very damaging channel ability.
  • One point into Accelerant (Pyromancer) causing Countdown to increase how much damage is done to the enemy.
  • One point in Biting Cold (Elementalist).
  • 3 points goes in Accelerant (Pyromancer) making the enemy take a total of 10% more damage from you.
  • One point in Biting Cold (Elementalist).
  • 2 points in Fire Starter (Pyromancer) removing the cooldown from Countdown allowing Accelerant to place on new enemies right away.
  • 3 points into Burning Fury (Pyromancer) increasing your crit chance by 2% per point spent.
  • 1 points into Improved Bolt (Pyromancer) making Fireball more crit friendly.
Level 50
Abilities:
- Flame Volley is a massive amount of damage over 3s and another massive amount right after you complete the channel.
- Fulminate does cost Charge however deal massive amount of damage.



Level 51 to Level 60:
  • Another 2 points into Improved Bolt (Pyromancer)
  • One point in Incinerating Flames (Pyromancer) reducing the damage you take while using Heat Wave.
  • 2 points into Wildfire (Pyromancer).
  • One point into Smolder (Pyromancer) improving your damage on the enemy if you have Countdown active on your current target while channeling Fire Storm.
  • One point into Chain Reaction (Pyromancer) making Countdown trigger damage on all the enemies when you current Countdown expires while you were channeling Fire Storm them.
  • Now the 3 and final points into Ravenous Flames (Pyromancer) giving access to the last root abilities!!!!!!
[/B]

Level 60
Abilities:
- Searing Bolt deals damage and triggers Countdownís damage on the enemy, allowing you cast Countdown again.
- Fusillade channels Fireballs at the enemy far faster than Heat Wave ever could dealing a massive amount of damage in 2.5s.
 

10
Rift Mage / Re: Glass Cannon
« on: March 13, 2018, 11:38:01 PM »
Level 30
Abilities:
- Gathering Storm allows you to channel your mana back if you run out, later on during endgame content you might find this a waste of time during combat so you might what vials that provide mana once you get up to that level.
- Storm Armor this is why I stopped the list of soul points. Itís a major increase to your single target damage, 20% increase in damage for your Air and Water abilities. Though there is a downside to Storm Armor being you canít use Forked Lightning to deal aoe damage with while Storm Armor is active as it reduces the number of targets hit to only one target, 8 turns into 1. So you will have to remove it during those times you want to deal aoe damage.
- Internalize Charge is basically the Pyromancerís version Static Flux, however it is not going to be used as Static Flux is is far superior for this spec.

Spec:
29 Stormcaller, 2 Dominator, 8 Pyromancer

Buff:
Make sure to apply Storm Armor to yourself.
Using Storm Armor while dealing single target damage and to remove Storm Armor when dealing aoe damage.

Rotation:
Static Flux > Thunder Blast > Icicle > Raging Storm > Countdown (if worth it) > Flame Bolt > Thunder Shock

Keeping Static Flux, Thunder Blast, Icicle, Raging Storm & Flame Bolt on cooldown and spamming Thunder Shock.
Use Countdown if worth it.



New Soul Points:
  • One point goes into Burning Fury (Pyromancer) increasing your crit chance by 2% per point spent.
  • One point into Hailstorm (Stormcaller), this is one of those long cast time one and we will not be using Hailstorm until this next point in Relentless Hail is spent.
  • One point into Relentless Hail (Stormcaller) making Hailstorm usable.
  • One point in Supercharge (Stormcaller) increasing the stack size of Electrified by 1 stack per point spent. Remember Voltaic Strength well that 18% increase is now a 24% increase.
  • Another point goes into Burning Fury (Pyromancer).
  • One point in Supercharge (Stormcaller) turning that 24% increase into a 30% increase in damage.
  • One point into Unstable Atmosphere (Stormcaller) increasing the damage of your Air and Water abilities by how much spell power you have.
  • One point into Stoke the Flames (Pyromancer) increasing single target damage by 2% per point spent.
  • One point into Unstable Atmosphere (Stormcaller) and breathe.
Level 40
Abilities:
- Cyclone basically pulls enemies into to the location of your current target, most useful during trash if they are spread about and want to aoe them all down.
- Hailstorm is one of those long cast time abilities, however it will become an instant cast. Ideally you want to use this aoe damage over time ability while enemies are grouped up in one location, and it will also cost Charge to use.
- Storm Locus another major ability. Increases the damage the enemy takes by 20%, however if thereís more than one enemy that 20% is divided between them so each enemy gets an equal amount of damage taken. So at 8 enemies each enemy takes 2.5% increased damage from your Air and Water abilities. Storm Locus can be used out out-of-combat so you can tag them and they will not attack you.

Spec:
40 Stormcaller, 2 Dominator, 11 Pyromancer

Buff:
Make sure to apply the buff Storm Armor to yourself.
Using Storm Armor while dealing single target damage and to remove Storm Armor when dealing aoe damage.

Rotation:
Storm Locus > Static Flux > Thunder Blast > Icicle > Raging Storm > Thunder Shock

Keeping Static Flux, Thunder Blast, Icicle & Raging Storm on cooldown and spamming Thunder Shock.

You should target to use Living Storm during your single target rotation, the start of rotation preferable before Raging Storm, however only if the enemy is only to take a while to die.

Keep Storm Locus active on your current target, itís a major debuff if itís only one target.

We will not be using Flame Bolt or Countdown any more.

Macros:
#show Icicle
suppressmacrofailures
cast Static Flux
cast Thunder Blast
cast Icicle
cast Thunder Shock
cast Break Free
 
#show Forked Lightning
suppressmacrofailures
cast Static Flux
cast Thunder Blast
cast Forked Lightning
cast Break Free

11
Rift Mage / Glass Cannon
« on: March 13, 2018, 11:36:58 PM »
Quote from: Burninalways;5341367
This guide focuses on pure damage specs while leveling, providing the best ones to do damage. Which are good for Soloing, Instant Adventures, Dungeons and Warfronts.
Though warning mistakes could be present.


I would personally say Mage is the 3rd best class to level with.
Clerics are by far the best, Warriors come in 2nd, Rogues are 4th as they have hardest time and Primalists are unknown at this point.   

As you enter the game thereís some key points you should know as a Mage:
  • While leveling long cast time abilities with like 2.5s & 6s seconds arenít going to be useful in the main rotation. You should only be looking to use these types as the opener ability as they will take a chunk out of an NPC right at the start while Soloing.
  • Damage over time abilities are useless while soloing as you shouldnít be taking 16s to kill an enemy. For Instant Adventures and Dungeons you might have a tough boss so it could be good idea to use a damage over time ability. As for Warfronts they are only good for overloading enemy so they canít live through the damage, though that does requires multiple damage over time abilities on the enemy.
  • Thereís not a lot healing you can utilize while leveling, as Chloromancer requires at least 8 points to get a Veil and even then it will be very small heals as you deal damage. Though if you have Harbinger it would be survivable healing while doing solo content.
  • Pets are only good against one NPC at a time as they canít hold or survive multiple enemies and even then they can fail to hold one enemy.
  • Shields are the best thing if you want to block damage, though they do have 30s cooldowns.
Thanks to 2.8 update to Stormcaller you have a very easy way to deal damage at low levels, later on this will change as other souls become more potent however it is up to you.

So at Level 1 the best combo of souls for damage is 0 Stormcaller, 0 Dominator, 0 Pyromancer

You have everything you ever want right there:
- Neural Prod which is spammable so you never have to stop dealing damage.
- Flame Bolt which does have a cooldown, however provides a superior jolt of damage than Neural Prod.
- Raging Storm your ultimate damaging ability, you do have channel for 4s though itís well worth it.
- Forked Lightning for all your aoe damage needs, having an aoe ability at level 1 is so good.
- Transmogrify if you want to remove an enemy from the equation.
- Fireball is one of those abilities you only want to start with against an NPC and never use again.


I find macros are really helpful no matter the level and reduce the space needed on your bars, so instead of pressing 1, 2, 3, 4, 5 and 6 you press 1, 2 and 3.

So hereís your first macro:
#show Flame Bolt
suppressmacrofailures
cast Flame Bolt
cast Neural Prod
cast Break Free

Now Iíve added Break Free in there, itís not part of your souls though it is a ability you get at level 1 from the Ascended Powers tab like your out-of-combat resurrection ability.

Most donít macro as they think you should save it for specific abilities and say you're a bad player for doing so donít listen, the only time where it can triggered so many times in a few seconds is in Warfronts and even then are you that quick to use it? and when should you as there are so many abilities that can get you?

Placement of the ability at the back of the macro with help avoid using Break Free on snares and roots for a second and will trigger right away if you get stunned or disabled. So long as you're pressing the macro.

Rotation:
For your rotation itís a basically cast Raging Storm > Flame Bolt > Neural Prod repeat.

Keeping Raging Storm & Flame Bolt on cooldown and spamming Neural Prod.
While doing Solo content against NPCs you could use Fireball as your opener.

Spam Forked Lightning for aoe damage best used in Instant Adventures and Dungeons only for trash and adds. Trash being the groups of enemies between the bosses and adds that spawn during a boss fight.

Transmogrify to divide enemy NPCs up or to disable an enemy player in a Warfront preferably a healer or someone who gets in the way of an objective.



Now for new soul points:
  • The first 4 points should go into Storm Energyís (Stormcaller) giving you 2% more Spell Power with each point and grants access to new abilities.
  • Then 2 points into Quick Thinking (Dominator) which reduces you cast times by 0.5s after using Transmogrify or your new unlocked ability Thunder Blast.
Level 5
Abilities:
- Icicle provides a snare and deals damage, it does cost Charge to use however that doesnít matter at this point of time. Charge is a type of resource Mage abilities generate in order to cast greater abilities.
- Thunder Shock which spammable and increases in damage by 15% for each stack of Electrified you generate from Raging Storm and Forked Lightning. So you definitely want to replace Neural Prod for Thunder Shock.
- Thunder Blast is off the global cooldown so you you donít need to wait for the 1.5s that abilities generate before casting Thunder Blast. So it deals damage, triggers Quick Thinking reducing cast times by 0.5s, interrupts and knocks back the enemy.

Spec:
4 Stormcaller, 2 Dominator, 0 Pyromancer

Rotation:
So the rotation changes due to new abilities:
Thunder Blast > Icicle > Raging Storm > Flame Bolt > Thunder Shock

Keeping Thunder Blast, Icicle, Raging Storm & Flame Bolt on cooldown and spamming Thunder Shock.
You donít use Fireball anymore.

Macros:
#show Icicle
suppressmacrofailures
cast Thunder Blast
cast Icicle
cast Flame Bolt
cast Thunder Shock
cast Break Free
 
#show Forked Lightning
suppressmacrofailures
cast Thunder Blast
cast Forked Lightning
cast Break Free



Now for new soul points:
  • Your next point goes to Storm Energyís (Stormcaller).
  • 3 points go into Charged Atmosphere (Stormcaller) allowing any air ability to apply Electrified so you're always increasing the damage of Thunder Shock.
  • One point goes into Living Storm (Stormcaller) which will help during aoe if the enemies are taking a bit more time to die and is also good for Warfronts.
  • One point in Ignition (Pyromancer) just to increase your range of damaging abilities.
  • One point into High Voltage (Stormcaller) to increase your damage by 1% and reduces damage taken by 1.25%, it also opens the next tier of talents in Stormcaller which are awesome.
  • 2 points into Voltaic Strength (Stormcaller), this is one of those awesome talents, each point increases your Stormcaller single target Air & Water abilities by 1% other single target Air & Water abilities 0.5% and Voltaic Strength stacks for every Electrified stack you have active. So with 6 points which gives 6% and 3 stacks of Electrified your Stormcaller Air & Water abilities will increase in damage by 18%.
  • Another point in Ignition (Pyromancer).
  • 3 more points into Voltaic Strength (Stormcaller).
  • Another point in Ignition (Pyromancer).
  • One point into Voltaic Strength (Stormcaller) making it 6 points in total making it a 18% damage increase.
  • 2 points into Conductive Medium (Stormcaller), another awesome talent, increases your damage by 1% per point spent and stacks up to 3 times so in total 6% damage increase. However it does require the use of Charge consuming abilities to keep the buff active, which shouldnít matter as your using Icicle anyway and it stacks to max while out-of-combat.
  • Another point in Ignition (Pyromancer).
  • Finally before we talk 2 points into Supercell (Stormcaller) to increase your Air and Water damage.
Level 20
Abilities:
- Living Storm only require to be applied to one target to deal itís aoe damage, and can only be applied to one target at a time.
- Pyromancer's Armor increases your Fire damage by 6%.
- Ride the Wind is your run away ability if you want to quickly depart your current location, does cost Charge to use.
- Wind Chill knocks back the enemy and snares them for 10s.
- Countdown a new fire damaging ability from the Pyromancer soul, itís not going to be worth the global cooldown to use if your enemy if going to die within 8s so thatís why itís not going to be macroíd.
- Static Flux increases your Air and Water damage by 10% for 15s, does cost Charge, and goes on cooldown for 15s so you can just stick into the macro and not worry about it too much.

Spec:
20 Stormcaller, 2 Dominator, 4 Pyromancer

Buff:
Pyromancer's Armor

Rotation:
Static Flux > Thunder Blast > Icicle > Raging Storm > Countdown (if worth it) > Flame Bolt > Thunder Shock

Keeping Static Flux, Thunder Blast, Icicle, Raging Storm & Flame Bolt on cooldown and spamming Thunder Shock.
Use Countdown if worth it.

Macros:
#show Icicle
suppressmacrofailures
cast Static Flux
cast Thunder Blast
cast Icicle
cast Flame Bolt
cast Thunder Shock
cast Break Free
 
#show Forked Lightning
suppressmacrofailures
cast Static Flux
cast Thunder Blast
cast Forked Lightning
cast Break Free


I should point out by this point you should have enough points to be able use a Harbinger & Chloromancer combo if you want healing while doing solo content. So if you wish to create a seconds role then I suggest you use Leveling as a Harbinger guide as a starting point.



New Soul Points:
  • Next point goes into Superconductor (Stormcaller) which increases the stack size of Conductive Medium by 1 stack per point.
  • Another point in Ignition (Pyromancer) this final point will also reduce the cast time of Icicle by 0.1s and gives your damaging abilities a grand total of 5 meters extra range.
  • Another point in Superconductor (Stormcaller) making Conductive Medium provide a 10% damage increase.
  • Two points into Supercell (Stormcaller).
  • One point goes in Burning Focus (Pyromancer) increasing single target damage by 2% per point spent.
  • Another point in Supercell (Stormcaller).
  • Two points go into High Voltage (Stormcaller).
  • Another point into Burning Focus (Pyromancer).
  • Three points into Vengeful Storm (Stormcaller), Living Storm will now jump to a nearby living enemy if the current one dies while Living Storm was active.
  • One point into Burning Focus (Pyromancer).

12
Rift Cleric / leveling as an inquisior
« on: March 11, 2018, 05:17:01 AM »
http://forums.riftgame.com/rift-prime-discussion-reading-anyone-posting-patron-only/rift-prime-gameplay-guides-strategies/502243-leveling-inquisitor.html


Quote from: Burninalways;5341219
This guide focuses on damage & self healing while leveling as a Inquisitor. Which will be harder than Shaman. Which is good for Soloing, Instant Adventures, Dungeons and Warfronts.
Though warning mistakes could be present.


As a Inquisitor the best combo at Level 1 is 0 Inquisitor, 0 Druid, 0 Purifier

So at the start you have:
- Fervent Strike is a melee ability that will use until we get Trickster's Bolt.
- Bolt of Judgment & Flame Lance deal the same damage, however we won't be using either as they have a cast time of 2s. Later when Bolt of Judgment's cast time is reduced it will be used over Trickster's Bolt.
- Vex is a damage over time ability (DoT) that we wonít be using as it doesnít take 15s to kill the enemy, unless in a Warfront or Dungeon.
- Satyr Protector a Pet that we wonít be using as it canít tank or deal much damage, itís only good for clicking objects or Artifacts to distract the enemy if close by.
- Faerie Healer also a Pet that we will want active all the time, as it heals you up when you take damage which is great; until later levels when itís healing canít keep up with the damage you take.
- Symbol of the Torch is a shield ability that we will cast on ourselves as much as possible.

Buff:
Faerie Healer

Rotation:
Spam Fervent Strike



New Soul Points:
  • First 3 Points into Speak Softly (Druid) giving you Shield of Oak a shield ability absorbing damage you take.
  • 1 Points into Spirit Guidance (Purifier)
  • 2 Points into Speak Softly (Druid) giving you Combined Effort which increases the damage taken by the enemy which requires melee.
  • 1 Point into Trickster's Bolt (Druid) a ranged ability that we use while moving.
  • 3 Points into Spirit Guidance (Purifier) giving access to both Sign of Wrath a retaliation Buff when you heal yourself and Healing Flare when healing is needed.
  • 2 Points into Pursuit of Truth (Inquisitor) give you Armor of Devotion a Buff that increases Crit chance.
Level 9
Abilities:
- Shield of Oak applies a shield to the Cleric absorbing some of the damage taken, we will have a it active all the time. Itís also off the Global Cooldown so it wonít affect your damage at all.
- Combined Effort does more damage than your other abilities and increases the damage the enemy takes, so we will be using it as it comes off cooldown when the enemy is in melee.
- Trickster's Bolt to be used over Bolt of Judgment due to is 2s cast time.
- Sign of Wrath a Buff that causes damage to enemy if they attack after you cast a healing or shield ability on yourself.
- Healing Flare to heal yourself when you take too much damage or after killing an enemy to quickly kill another, to avoid dying yourself.
- Armor of Devotion will be active all the time.

So now onto macros:
I find macros are really helpful no matter the level and reduce the space needed on your bars, so instead of pressing 1, 2, 3, 4, 5 and 6 you press 1, 2 and 3.

So hereís your first macro:
#show Trickster's Bolt
suppressmacrofailures
cast Shield of Oak
cast Combined Effort
cast Trickster's Bolt
cast Break Free

Now Iíve added Break Free in there, itís not part of your souls though it is a ability you get at level 1 from the Ascended Powers tab like your out-of-combat resurrection ability.

Most donít macro as they think you should save it for specific abilities and say you're a bad player for doing so donít listen, the only time where it can triggered so many times in a few seconds is in Warfronts and even then are you that quick to use it? and when should you as there are so many abilities that can get you?

Placement of the ability at the back of the macro with help avoid using Break Free on snares and roots for a second and will trigger right away if you get stunned or disabled. So long as you're pressing the macro.

Having Shield of Oak at the top will make it always trigger first as it has No Global Cooldown before you deal any damage.

Buffs:
Faerie Healer
Armor of Devotion
Sign of Wrath

Rotation:
Shield of Oak > Trickster's Bolt



New Soul Points:
  • 5 Points into Castigation (Inquisitor) gives you Bolt of Depravity that we wonít use until we have 2/3 in Life and Death Concord.
  • 5 Points into Planar Study (Inquisitor) giving you both Sanction Heretic a damage over time ability and Purge an enemy buff removing ability.
Level 17
Abilities:
- Bolt of Depravity is useless as it has a cast time of 3s which is too long, until 2/3 in Life and Death Concord.
- Sanction Heretic deals both damage and additional damage over time so we will be using it.
- Purge to Purge an enemy, best used in Warfronts for enemy healing over time abilities or important buffs. Also in Dungeons and Raids for bosses that need to be purge or you could wipe.

Buffs:
Faerie Healer
Armor of Devotion
Sign of Wrath

Rotation:
Shield of Oak > Sanction Heretic
Spam Bolt of Judgment

Macro:
#show Bolt of Judgment
suppressmacrofailures
cast Shield of Oak
cast Combined Effort
cast Bolt of Judgment
cast Trickster's Bolt
cast Break Free



New Soul Points:
  • 3 Points into Concentration (Inquisitor)
  • 3 Points into Life and Death Concord (Inquisitor) giving you Harsh Discipline a healing channel ability that deals damage. Use Bolt of Depravity when at 3 stacks of Life and Death Concord.
  • 2 Points into Clinging Spirit Punishment (Inquisitor) giving you Soul Drain your first AoE ability.
  • 3 Points into Diligence (Inquisitor)
  • 1 Point into Unified Theory (Inquisitor). Use Bolt of Depravity when at 4 stacks of Life and Death Concord.
  • 1 Point into Corporal Punishment (Inquisitor)
  • 3 Points into Mental Resilience (Inquisitor) giving you Spiritual Protection a Buff to reduce Non-Physical damage taken.
  • 2 Points into Righteous Indignation (Inquisitor) gives you Trepidation a fear ability that causes uncontrolled movement in a enemy, which blocking ability use.
  • 1 Point into Spirit Guidance (Purifier)
Level 33
Abilities:
- Harsh Discipline to be used if you need healing while killing a strong enemy.
- Soul Drain when you have a cluster of enemies together to deal AoE damage with.
- Righteous Deliberation lets you restore mana if you use too much channeling it back to over a duration, with 3/3 Mental Resilience using this or other single target channel abilities will increase your overall damage.
- Spiritual Deficiency a debuff that increases Non-Physical damage taken, making your abilities deal more damage on that enemy. Best to use it in Dungeons on the bosses at the start.
- Spiritual Protection a small buff to your Resistances that will increase as you level.
- Circle of Oblivion for when Soul Drain is on cooldown, to use on the clustered enemies.
- Trepidation if you need to click an object or Artifact, or a enemy is too close to you in melee range; though constant damage will break the effect it has on the enemy.

Buffs:
Faerie Healer
Armor of Devotion
Sign of Wrath
Spiritual Protection

Rotation:
Shield of Oak > Sanction Heretic
Bolt of Judgment x3 > Bolt of Depravity

Cast Bolt of Depravity when at 4 stacks of Life and Death Concord.

Cast Soul Drain then spam Circle of Oblivion to deal AoE damage.

#show Circle of Oblivion
suppressmacrofailures
cast @gtae Circle of Oblivion
cast Circle of Oblivion


New Soul Points:
  • 1 Point into Righteous Indignation (Inquisitor)
  • 1 Point into Fanaticism (Inquisitor) a ability that forces a Crit from the next Life or Death damaging ability.
  • 1 Point into Guiding Hand (Druid)
  • 2 Points into Cunning Analysis (Inquisitor)
  • 1 Point into Corporal Punishment (Inquisitor)
  • 1 Point into Guiding Hand (Druid) giving you Eruption of Life a minor damaging ability.
  • 1 Point into Corporal Punishment (Inquisitor) giving access to Confound a cast time or channel interrupting ability.
Level 41
Abilities:
- Fanaticism the forced Crit is best to always use it on is a instant Bolt of Depravity.
- Armor of Awakening a replacement for our Armor of Devotion as you can only use one at a time.
- Judicial Privilege if you need to run away, or if you health is low it will help keep you alive.
- Eruption of Life a ability that we wonít be using.
- Confound to be used in Solo or PvP for those cast time healers to help kill them or in Dungeons interrupting a specific ability to kill the boss, otherwise you could wipe.
- Bolt of Retribution has the same cast time of Bolt of Judgment, however it deals more damage so Bolt of Judgment wonít be used any more; or until Level 60.

Buffs:
Faerie Healer
Armor of Awakening
Sign of Wrath
Spiritual Protection

Rotation:
Shield of Oak > Sanction Heretic
Bolt of Retribution x3 > Bolt of Depravity

Cast Bolt of Depravity when at 4 stacks of Life and Death Concord.

Cast Soul Drain then spam Circle of Oblivion to deal AoE damage.

Macros:
#show Bolt of Retribution
suppressmacrofailures
cast Shield of Oak
cast Combined Effort
cast Bolt of Retribution
cast Trickster's Bolt
cast Break Free

#show Fanaticism
suppressmacrofailures
cast Fanaticism
cast Bolt of Depravity

#show Circle of Oblivion
suppressmacrofailures
cast @gtae Circle of Oblivion
cast Circle of Oblivion


New Soul Points:
  • 1 Point into Agent of Afficition (Inquisitor)
  • 1 Point into Guiding Hand (Druid)
  • 1 Point into Guiding Hand (Druid)
  • 1 Point into Agent of Afficition (Inquisitor)
  • 2 Points into Approbation (Inquisitor) gives you Bewilder a stun ability.
  • 3 Points into Symbol of Corruption (Inquisitor) giving access to Nysyr's Rebuke a major channeled ability.
Level 50
Abilities:
- Aggressive Inquisition as itís auto casting Bolt of Depravity at then enemy you want to pair it with Fanaticism.
- Bewilder like fear, causes uncontrolled movement and blocks ability use in a single enemy.
- Nysyr's Rebuke deals a lot of damage over 3s, while also causes Life and Death Concord to proc allowing to instantly cast Bolt of Depravity.

Buffs:
Faerie Healer
Armor of Awakening
Sign of Wrath
Spiritual Protection

Rotation:
Shield of Oak > Sanction Heretic > Vex
Bolt of Retribution x3 > Bolt of Depravity

Fanaticism > Aggressive Inquisition
Nysyr's Rebuke > Bolt of Depravity

Cast Bolt of Depravity when at 4 stacks of Life and Death Concord.

Cast Soul Drain then spam Circle of Oblivion to deal AoE damage.

Macros:
#show Bolt of Retribution
suppressmacrofailures
cast Shield of Oak
cast Combined Effort
cast Bolt of Retribution
cast Trickster's Bolt
cast Break Free

#show Fanaticism
suppressmacrofailures
cast Fanaticism
cast Bolt of Depravity

#show Aggressive Inquisition
suppressmacrofailures
cast Fanaticism
cast Aggressive Inquisition

#show Circle of Oblivion
suppressmacrofailures
cast @gtae Circle of Oblivion
cast Circle of Oblivion

For more single target damage use 51 Inquisitor, 9 Shaman, 6 Druid at the cost of a shield ability. Now you can choose to look at another 51 Inquisitor Guide or try Burninalways Prime Inquisitor Guide for the rotation and macros.
 

13
Rift Cleric / Re: cleric build
« on: March 11, 2018, 05:10:16 AM »
Level 36
Abilities:
- Avalanche Strike that we won't be using as we already have Even Justice.
- Ekkehardís Grasp which deals more damage than Lightning Hammer which is better when not it melee.
- Massive Blow your main damaging ability which all other abilities will orbit around to maximize it damage.
- Glory of the Chosen a Buff to help with self healing.
- Jolt doesnít deal much damage until you use it after a Critical hit, which later Shaman will always have. So use it when the opportunity comes.
- Heart of the Frozen Sea a small buff to your Resistances that will increase as you level.

Buffs:
Vengeance of the Winter Storm
Faerie Healer
Righteous Mandate
Glory of the Chosen
Heart of the Frozen Sea

Rotation:
Shield of Oak > Bolt of Radiance
Ride the Lightning > Combined Effort > Massive Blow
Spam Strike of Judgment

Even Justice when dealing with groups of enemies.

Hammer of Duty when you have 4 Convictions.
When you Critical hit use Jolt.

Macros:
#show Strike of Judgment
suppressmacrofailures
cast Shield of Oak
cast Combined Effort
cast Massive Blow
cast Bolt of Radiance
cast Strike of Judgment
cast Ekkehard's Grasp
cast Lightning Hammer
cast Break Free

#show Even Justice
suppressmacrofailures
cast Shield of Oak
cast Even Justice
cast Break Free


New Soul Points:
  • 1 Point into Stormborn (Shaman)
  • 1 Point into Bitter Wind (Shaman) giving you access to an Interrupt ability what will be useful in Warfronts and Dungeons.
  • 3 Points into Frostbite (Shaman) giving you Icy Blow which deal more damage Strike of Judgment, yet we wonít be using it unless Frostbite is needed. Frostbite itself causes your Physical abilities to deal more damage after using a Non-Physical ability. So Life & Air damage increase the damage of Massive Blow and Combined Effort.
  • 2 Points into Heavy Weight (Shaman)
  • 1 Point into Rage of the North (Shaman) a ability that increases you Crit chance up to 60%, with each Crit after removing 6% of the total amount.
  • 2 Points into Wear and Tear (Shaman) giving access to the Buff Courage of the Eagle increasing your damage.
  • 1 Point into Numbing Cold (Shaman) a ability reducing healing received by the enemy.
  • 1 Point into Snowbank (Shaman) a movement reduction ability, known as a Snare. Also gives Windwalk which increase Dodge and movement speed for a time.
  • 1 Point into Deep Freeze (Shaman) a major cooldown increasing damage taken by the enemy.
  • 1 Point into Speak Softly (Druid)
  • 4 Points into Mercurial (Druid) giving you Eruption of Life a minor damaging ability.
Level 50
Abilities:
- Bitter Wind to be used in Solo or PvP for those cast time healers to help kill them or in Dungeons interrupting a specific ability to kill the boss, otherwise you could wipe.
- Icy Blow a damaging ability we wonít be using because of the need of self healing.
- Rage of the North a major ability to be used all the time as you always Critical hit from now on.
- Courage of the Eagle increases your Wisdom by 5%.
- Numbing Cold to only to be used in Warfronts mainly on enemy Healers.
- Snowbank reduces the enemyís movement speed by 30%, use it to keep an enemy from  running away from you as you damage them.
- Windwalk increases your ability to Dodge Physical abilities and increases movement speed enabling you to quickly run to or away from the enemy. Best used when facing groups of enemies while Solo.
- Deep Freeze stuns the enemy blocking ability use and movement, while increases damage taken by the enemy by 50%. Best to time with Massive Blow for great damage or for quickly killing a large group of enemies.
- Eruption of Life a filler ability to proc Frostbite that we wonít be using.

Spec:
41 Shaman, 16 Justicar, 9 Druid

Buffs:
Vengeance of the Winter Storm
Faerie Healer
Righteous Mandate
Glory of the Chosen
Heart of the Frozen Sea
Courage of the Eagle

Rotation:
Shield of Oak > Ride the Lightning

Rage of the North > Deep Freeze
Combined Effort > Jolt > Massive Blow
Bolt of Radiance > Strike of Judgment

Even Justice when dealing with groups of enemies.

Hammer of Duty when you have 4 Convictions.
When you Critical hit use Jolt
Try and use Combined Effort or Massive Blow when Frostbite is active.

Macros:
#show Combined Effort
suppressmacrofailures
cast Shield of Oak
cast Combined Effort
cast Bolt of Radiance
cast Strike of Judgment
cast Ekkehard's Grasp
cast Lightning Hammer
cast Break Free

#show Massive Blow
suppressmacrofailures
cast Break Free
cast Massive Blow

#show Even Justice
suppressmacrofailures
cast Shield of Oak
cast Even Justice
cast Break Free

#show Rage of the North
suppressmacrofailures
cast Rage of the North
cast Deep Freeze


For more single target damage use 51 Shaman, 10 Druid, 5 Inquisitor at the cost of self healing, meaning you could die when dealing with groups of enemies, it's your choice. Now you can choose to look at another 51 Shaman Guide or try my Prime Shaman Guide for the rotation and macros.


Level 51 to Level 60:
  • Remove 4 Points from Mercurial (Druid)
  • 2 Points into Vicious Streak (Shaman)
  • 3 Points into Favored Valnir (Shaman) giving you Glacial Strike dealing damage when the enemy is below 30% health.
Level 60
Abilities:
- Vengeance of the Primeal North a Buff when dealing AoE damage with Even Justice, however it removes Vengeance of the Winter Storm which is used for single target damage. So swap between the two when needed.
- Rush of Strength to be used after Massive Blow has gone on cooldown and Brutalize it's damage over time effect has expired.
- Frozen Wrath using it at the start of every new enemy as it's a major damage over time ability, it will also increase the damage dealt by your Vengeance Buffs on enemies affect with it.
- Strike of the Maelstrom which spreads Frozen Wrath if already active on the enemy to nearby enemies.
- Glacial Strike can be used once the enemy has lost 70% of its health.

Spec:
56 Shaman, 16 Justicar, 4 Druid

Buffs:
Vengeance of the Winter Storm
Faerie Healer
Righteous Mandate
Glory of the Chosen
Heart of the Frozen Sea
Courage of the Eagle

Rotation:
Shield of Oak > Frozen Wrath > Ride the Lightning

Rage of the North > Deep Freeze
Combined Effort > Lightning Hammer > Massive Blow
Rush of Strength > Jolt > Massive Blow
Bolt of Radiance > Strike of Judgment

Even Justice when dealing with groups of enemies.

Hammer of Duty when you have 4 Convictions.
When you Critical hit use Jolt
Try and use Combined Effort or Massive Blow when Frostbite is active.

Macros:
#show Combined Effort
suppressmacrofailures
cast Shield of Oak
cast Frozen Wrath
cast Combined Effort
cast Bolt of Radiance
cast Strike of Judgment
cast Ekkehard's Grasp
cast Lightning Hammer
cast Break Free

#show Massive Blow
suppressmacrofailures
cast Break Free
cast Massive Blow

#show Even Justice
suppressmacrofailures
cast Shield of Oak
cast Even Justice
cast Break Free

#show Rush of Strength
suppressmacrofailures
cast Rush of Strength
cast Massive Blow

#show Rage of the North
suppressmacrofailures
cast Rage of the North
cast Deep Freeze
 

14
Rift Cleric / cleric build
« on: March 11, 2018, 05:09:20 AM »
http://forums.riftgame.com/rift-prime-discussion-reading-anyone-posting-patron-only/rift-prime-gameplay-guides-strategies/502191-leveling-cleric.html#post5340958

Quote from: Burninalways;5340958
This guide focuses on damage & self healing while leveling. Which are good for Soloing, Instant Adventures, Dungeons and Warfronts.
Though warning mistakes could be present.


I would personally say Clerics are the best class to level with.
Warriors are 2nd best, Mages come in 3rd, Rogues are 4th as they have hardest time.

As you enter the game thereís some key points you should know as a Cleric:

  • Damage over time abilities are useless while soloing as you shouldnít be taking 15s to kill an enemy. For Instant Adventures and Dungeons you might have a tough boss so it could be good idea to use a damage over time ability. As for Warfronts they are only good for overloading enemy so they canít live through the damage, though that does requires multiple damage over time abilities on the enemy.
  • Thereís a lot healing you can utilize while leveling as Cleric as they have 3 healing souls, Pets that heal you right up and the Justicar soul can be good for self healing up to a point at the cost of damage.
  • Though Pets are only good when damaging one NPC at a time as they canít hold or survive multiple enemies and even then they can fail to hold one enemy. While healing you can cause them to pull threat off you instead causing them to take damage for a while.
  • Shield abilities are the best thing if you want to block damage, though they do have 30s cooldowns. While Shields the items are only useful for tanking.
So at Level 1 the best combo of souls for damage is 0 Shaman, 0 Justicar, 0 Druid

So at the start you have:
- Salvation a passive that causes all damaging abilities to heal the Cleric for a small amount, while Justicar abilities heal for more.
- Crushing Blow, Fervent Strike & Strike of Judgment all deal the same amount of damage, however because of Salvation we will be using Strike of Judgment for now.
- Vengeance of the Winter Storm a Buff that causes melee abilities to deal a tiny bit of additional damage.
- Satyr Protector a Pet that we wonít be using as it canít tank or deal much damage, itís only good for clicking objects or Artifacts to distract the enemy if close by.
- Faerie Healer also a Pet that we will want active all the time, as it heals you up when you take damage which is great; until later levels when itís healing canít keep up with the damage you take.

Buffs:
Vengeance of the Winter Storm
Faerie Healer

Rotation:
Spam Strike of Judgment



Now for new Soul Points:
We will be going into Justicar for more healing which will help you to deal damage to groups of enemies, instead of going one by one, up to 16 Points.

  • First 2 Points into Dauntless Courage (Shaman) giving access to Lightning Hammer a damage over time ability (DoT), however as it has a range of 30 meters so we will be using it as you run towards the enemy; before spamming Strike of Judgment.
  • 1 Point into Speak Softly (Druid)
  • 2 Points into Armor of Virtue (Justicar) which gives you Cavalier a pasive which causes Life damage to award a Conviction and Hammer of Duty which requires and consumes Convictions.
  • 1 Point into Speak Softly (Druid) giving you Shield of Oak a shield ability absorbing damage you take.
  • 1 Point into Armor of Virtue (Justicar)
  • 2 Points into Lifeís Devotion (Justicar)
  • 1 Point into Speak Softly (Druid)
  • 1 Point into Lifeís Devotion (Justicar) giving you Provoke that you shouldnít ever use, unless tanking in a Dungeon.
Level 10
Abilities:
- Bolt of Radiance has a range of 30 meters so we will using this ability to start with as we run to the enemy.
- Lightning Hammer deals damage and additional damage over plus has a range of 30 meters. So we will be using after Bolt of Radiance and until we can use Strike of Judgment.
- Cavalier as stated causes Life damaging abilities to award a Conviction and Conviction are used to power some Justicar abilities increasing there damage as well or restoring your health. Convictions will stack up to 4 times on the Cleric.
- Hammer of Duty an ability that deals more damage for each Conviction you have active so wait until you have 4 Convictions then use Hammer of Duty, soon Hammer of Duty will also increase Life damage which is good for self healing through Salvation.
- Shield of Oak applies a shield to the Cleric absorbing some of the damage taken, we will have a it active all the time. Itís also off the Global Cooldown so it wonít affect your damage at all.
- Provoke is a Taunt forcing an NPC to attack you, which is bad when in a Dungeon and your not the Tank.

So now onto macros:
I find macros are really helpful no matter the level and reduce the space needed on your bars, so instead of pressing 1, 2, 3, 4, 5 and 6 you press 1, 2 and 3.

So hereís your first macro:
#show Strike of Judgment
suppressmacrofailures
cast Shield of Oak
cast Bolt of Radiance
cast Strike of Judgment
cast Lightning Hammer
cast Break Free

[INDENT]Now Iíve added Break Free in there, itís not part of your souls though it is a ability you get at level 1 from the Ascended Powers tab like your out-of-combat resurrection ability.

Most donít macro as they think you should save it for specific abilities and say you're a bad player for doing so donít listen, the only time where it can triggered so many times in a few seconds is in Warfronts and even then are you that quick to use it? and when should you as there are so many abilities that can get you?

Placement of the ability at the back of the macro with help avoid using Break Free on snares and roots for a second and will trigger right away if you get stunned or disabled. So long as you're pressing the macro.

Having Shield of Oak at the top will make it always trigger first as it has No Global Cooldown before you deal any damage. While Lightning Hammer at the bottom will only have it trigger when not in melee range of the enemy and as it deals less than Strike of Judgment.[/INDENT]

Buffs:
Vengeance of the Winter Storm
Faerie Healer

Rotation:
Shield of Oak > Bolt of Radiance
Spam Strike of Judgment

Hammer of Duty when you have 4 Convictions.



New Soul Points:
  • 2 Point into Moment of Truth (Justicar)
  • 1 Point into Speak Softly (Druid) gives you Combined Effort which increases the damage taken by the enemy.
  • 1 Point into Light Makes Right (Justicar)
  • 1 Point into Doctrine of Bliss (Justicar) a ability that consumes a Conviction while healing you at the cost of damage. Also gives you Righteous Mandate which causes Salvation to heal another for the same healing you receive from your abilities.
  • 1 Point into Confidence (Justicar)
  • 1 Point into Dauntless Courage (Shaman)
  • 1 Point into Confidence (Justicar)
  • 1 Point into Reparation (Justicar)
  • 1 Point into Healerís Creed (Justicar) give you an AoE damage called Even Justice, allowing you deal damage to groups of enemies.
  • 1 Point into Dauntless Courage (Shaman) giving you Ride the Lightning a charge ability that pulls you to the enemyís feet.
Level 18
Abilities:
- Doctrine of Bliss a Conviction consuming ability that restore some health to you, which is good if you nearly going to die or you need healing after the fight.
- Righteous Mandate a Buff that heals one ally when you deals damage. For Solo best to just have it on your Faerie Healer, while for Warfronts a Healer and Dungeons the Tank or Healer if there is no Justicar tank.
- Combined Effort does more damage than your other abilities and increases the damage the enemy takes, so we will be using it as it comes off cooldown.
- Ride the Lightning charges you to the enemy getting you into melee range as fast as possible. It also acts like Break Free though only removes movement reduction abilities that are currently active on you when you cast it on an enemy. It can not be used in melee range of the enemy.
- Even Justice enabling you to go around collected enemy NPCs and kill them all without worrying too much about your health as it will trigger Salvation.

Buffs:
Vengeance of the Winter Storm
Faerie Healer
Righteous Mandate

Rotation:
Shield of Oak > Bolt of Radiance
Ride the Lightning > Combined Effort
Spam Strike of Judgment

Even Justice when dealing with groups of enemies.

Hammer of Duty when you have 4 Convictions.

Macros:
#show Strike of Judgment
suppressmacrofailures
cast Shield of Oak
cast Combined Effort
cast Bolt of Radiance
cast Strike of Judgment
cast Lightning Hammer
cast Break Free

#show Even Justice
suppressmacrofailures
cast Shield of Oak
cast Even Justice
cast Break Free



Now for new soul points:
Which will go into Shaman for a long time though we will have breaks every so often.

  • 1 Point into Dauntless Courage (Shaman)
  • 2 Points into Singled Out (Shaman)
  • 3 Points into Vicious Streak (Shaman) gives you Avalanche Strike a Non-Physical AoE damaging ability.
  • 3 Points into Pattern of Violence (Shaman) giving access to Massive Blow a major damaging ability to always be used.
  • 2 Points into Cold Blooded (Shaman) gives you Glory of the Chosen a Buff which restores a tiny bit of health when you deal melee damage.
  • 3 Points into Brutalize (Shaman)
  • 2 Points into Stormborn (Shaman) gives you Jolt which is weak without a critical hit.
  • 3 Points into Shocking Conclusion (Shaman) gives you Heart of the Frozen Sea a Buff to reduce Non-Physical damage taken.

15
Rift Warrior / Re: Warrior build from rift forums
« on: March 09, 2018, 04:18:00 AM »
ill clean it up and try and get the links working tomorrow

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