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Topics - Myro

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1
General Discussion / D&d
« on: July 24, 2018, 01:18:45 AM »
I'm going to wipe my party

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2
General Discussion / the new build
« on: July 20, 2018, 04:50:13 AM »

3
General Discussion / D3
« on: June 20, 2018, 06:20:21 PM »
Playing season 14 with some friends have a witch and a Barb

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4
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).

5
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.
 

6
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.

7
Rift Warrior / Warrior build from rift forums
« on: March 09, 2018, 04:00:14 AM »
http://forums.riftgame.com/rift-prime-discussion-reading-anyone-posting-patron-only/rift-prime-gameplay-guides-strategies/502192-leveling-warrior.html#post5340960

Quote from: Burninalways;5340960
  This guide focuses on pure damage specs while leveling, providing the best ones to do single target damage. Which are good for Soloing, Instant Adventures, Dungeons and Warfronts.
Though warning mistakes could be present.   


I would personally say Warriors is the 2nd best class to level with.
Clerics are by far the 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 Warrior:   

 
  • Attack Point generating abilities, also known as Builders, award a resource that enable you to use Finisher abilities. Builders normally award 1 Attack Point per use and you can have a max of 3 Attack Points. While Finishers can consume 1, 2 or 3 Points and 3 Points offers the most damage, healing, absorption or other; depending on the soul.
  • So once you reach 3 Attack Points you usually want to use a Finisher next.
  • 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 not a lot healing you can utilize while leveling, thereís a few abilities you can spec into however they only provide a sprinkle of healing. Though if you have access to the DLC souls you use either Warchaner or Liberator, however I wonít be referencing them in this guide in detail.   
  • 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.   
  • 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 and so are Void Knight & Paladin.   



Thanks to a rework of Reaver you have a very easy way to deal ranged damage at low levels, enabling to avoid melee attackers, later on this will change as other souls become more potent as we spec into them for their damage.

So at Level 2 the best combo of souls for damage is 2 Reaver, 0 Paragon, 0 Warlord
If you have the Tempest soul for more damage it is 2 Tempest, 0 Paragon, 0 Warlord
If you have Liberator and want a tiny bit of healing 2 Liberator, 0 Paragon, 0 Warlord

So at the start you have:   
  -    Empowering StrikeSwift Strike, Ravaging Strike, Shock Pulse & Persecute all deal the same damage, however as Ravaging Strike, Shock Pulse & Persecute all have a range of 30 meters so we will be using any of them as a Builder for now.
  -    Dire Blow, Skyfall or Castigate is the first Finisher and as itís also has a range of 30 meters.
 -    Soul Sickness is a damage over time (DoT) ability so we wonít be using it as itís a waste of a global cooldown.
 -    Sergeant's Order yanks the enemy to your feet and want to avoid enemies getting close at this point. Though can be useful in Warfronts to pull a enemy healer into your team's kill box.
 -    Way of the River your first Buff increasing your Crit chance by 3%.
 -    Enhanced Conductivity a Buff increases the damage taken by the enemy.
 -    Liberation Treatment providing a small heal over time (HoT) at the cost of damage.


I will only be using Ravaging Strike and Dire Blow for the rotations and macros as itís getting confusion talking about 3 abilities and another 3 abilities that do the same thing. So if you are using Tempest or Liberator just replace the words for the abilities you have.

As we will be using Ravaging Strike and Dire Blow you can basically kite the enemy to avoid melee damage, meaning running away while facing them to use your damaging abilities.

Buff:   
Way of the River

Rotation at 0 Attack Points:   
Ravaging Strike > Ravaging Strike > Ravaging Strike > Dire Blow



Now for new soul points:   
 
  • First 5 Points into Soldier's Might (Warlord) giving you access to Breaking Blow that we won't be using as it's a melee version of Dire Blow, and Recovery Posture which is another buff providing a small amount of healing.   
     
  • 1 Point into Teaching of the Five Rings (Paragon)   
  • 3 Points into Strength of Arms (Warlord) gives access to Eye of the Storm a movement reduction ability, known as a Snare.   
     
  • 1 Point into Teaching of the Five Rings (Paragon) giving you access to Reaping Harvest another melee version of Dire Blow, however when deeper into Paragon will be used.   
     
  • 1 Point into Neck Punch (Warlord) giving you access to an Interrupt ability what will be useful in Warfronts and in 5 more Levels Dungeons.   
     
  • 2 Points into Strength of Arms (Warlord)   
  • 1 Point into Teaching of the Five Rings (Paragon)   
  • 2 Points into Tactical Advantage (Warlord) gives you Battlefield Medic a self healing ability that doesnít mess with your damage.   
     
  • 2 Point into Teaching of the Five Rings (Paragon) gives you Rising Waterfall which deals more damage than Ravaging Strike, however it does require melee.   

    Level 15
    Abilities:   
     -    Eye of the Storm reduces the enemyís movement speed by 30%, best used on melee enemies to kite the enemy or increase the time they take to get in melee range. You can also use it to run away from an enemy if they are too powerful right now regardless if the enemy needs to be in melee to deal damage to you.
     -    Reaping Harvest we wonít be using this ability yet and even then only when in melee range or when we have access to Grasping the Horizon, still not for a long time.
     -    Neck Punch, now you will be needing a Interrupt 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. Now Warriors can easily get interrupting abilities while other class will have to wait till like Level 44 to get access to them, so thatís why we specíd into it rather than going straight for damage.
     -    Battlefield Medic is off the global cooldown, meaning No Global Cooldown abilities donít impact your rotation at all so you cast them and go back to what you were doing and as it a self heal we will be using it all the time or every 8s.
     -    Rising Waterfall does deal more than Ravaging Strike itís also a melee ability so if you are kitting the enemy you wonít use it. Itís also a Follow Up ability meaning every time a Attack Point generating ability is used 1 Follow Up ability can be used; and you canít go Follow Up > Follow Up.

    [INDENT]Personal I think the Follow Up mechanic should be included in the soul explaining it for new people like so:

    0 Points: Second Strike - Passive
    Every time a Attack Point generating ability is used 1 Follow Up ability can be used. Follow Up abilities & Finishers cannot trigger Second Strike.[/INDENT][/INDENT]


    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 Ravaging Strike
    suppressmacrofailures
    cast Rising Waterfall
    cast Ravaging Strike
    cast Battlefield Medic
    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.

    Same goes for Battlefield Medic so it wonít be used until you cast your first ability, hopefully after you take damage.[/INDENT]
    Buffs:   
    Way of the River
    Recovery Posture

    Rotation at 0 Attack Points:   
    Range:   
    Ravaging Strike > Ravaging Strike > Ravaging Strike > Dire Blow
    Melee:   
    Ravaging Strike > Rising Waterfall > Ravaging Strike > Dire Blow


    Now for new soul points:   
    Which will go into only Paragon though we will have breaks every so often.

     
  • 5 Points into Weapon Familiarity (Paragon) give you Turn the Blade, which reduces the Warriorís global cooldown from 1.5s to 1s at a cost of 30% damage so we wonít be using it for now until the damage cost gets reduced and the ability becomes a damage gain.   
     
  • 3 Points into Grace of the Five Rings (Paragon) giving access to Focus of Body a Strength increase that goes up as you level, a Buff you want active all the time.   
     
  • 5 Points into Devoted Training (Paragon) gives you Thread the Trees a charge ability pulling you to the enemyís feet and Root them for 1.5s.   
     
  • 3 Points into One Two Punch (Paragon) giving you Way of the Sun allowing Follow Up abilities to heal you.   
     
  • 3 Points into Flowing Strikes (Paragon) gives you Furry a ranged ability for Paragon. Also Flowing Strikes itself has a 45% chance to increase your Crit chance by 15% which is a major buff.   
     
  • 1 Point into Shield of Will (Paragon) giving access to well Shield of Will an ability that absorbs damage you take from the enemy.   

    Level 30
    Abilities:   
     -    Turn the Blade later on itís a major buff, however now itís a damage loss or not much of a gain.
     -    Focus of Body a small damage increasing buff, good for Warriors and Rogues.
     -    Thread the Trees charges you to the enemy getting you into melee range as fast as possible if your not kitting the enemy. 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.
     -    Way of the Sun if you are using Follow Up abilities like Rising Waterfall they will now heal you. However only one Way buff can be active for now so we will be replacing Way of the River.
     -    Furry deals more damage over 3s than the abilities we currently has access to so we want to be using whenever we can, though not to waste it on a dead enemy as it has a 30s cooldown.
     -    Shield of Will will keep you alive for longer so we want it active all the time, plus itís also off the global cooldown so no impact to damage as well.

    Macro time:   
    #show Ravaging Strike
    suppressmacrofailures
    cast Shield of Will
    cast Rising Waterfall
    cast Ravaging Strike
    cast Battlefield Medic
    cast Break Free

    Buffs:   
    Recovery Posture
    Way of the Sun
    Focus of Body

    Rotation at 0 Attack Points:   
    Range:   
    Flurry > Dire Blow
    Ravaging Strike > Ravaging Strike > Ravaging Strike > Dire Blow

    Melee:   
    Flurry > Dire Blow
    Ravaging Strike > Rising Waterfall > Ravaging Strike > Dire Blow
    Ravaging Strike > Rising Waterfall > Ravaging Strike > Dire Blow


    As we head further into Paragon you should be noticing that melee is doing more damage, so now on we will be focusing on melee damage and only be using Ravaging Strike when not in melee; though it is your choice to do this.[/INDENT][/INDENT]

    New Soul Points:   
     
  • 1 Point into Tranquility (Paragon) a major damaging ability that can be used a ranged.   
     
  • 2 Points into Improved Flowing Strikes (Paragon) giving access to Shifting Blades a mafor Finisher ability.   
     
  • 2 Points into Weapon Mastery (Paragon) Follow Up abilities now award 2 Attack Points.   
  • 1 Point into Death Touch (Paragon) another a major damaging ability, though melee only.   
     
  • 2 Points into Swift Finesse (Paragon) gives you Final Blessing a Follow Up ability that deals damage when the enemy is below 30% health.   
     
  • 1 Point into Wrist Strike (Paragon) giving you Wrist Strike a debilitating ability.   
     
  • 1 Point into Fleet of Foot (Paragon) gives you a ability that temporality increases your movement speed.   
     
  • 2 Points into Analyze Weakness (Paragon) this makes Turn the Blade a major buff now, and gives you Way of the Mountain another Way Buff that we wonít use just yet well in 4 more Levels.   
     
  • 2 Points into Precise Strikes (Paragon)   
  • 1 Point into Grasping the Horizon (Paragon) giving you access to an ability to increase melee range to 20m on certain abilities for a limited time. Also gives you Predictable Movements a stun which is better than a debilitate.   
     
  • 1 Point into Unleashed (Paragon) Follow Up abilities now increase your overall damage.   
  • 1 Point into Duality (Paragon) you can now have 2 Way Buffs active at the same time.   



 

8
Rift General Discussion / Giuld Twitter
« on: March 08, 2018, 09:22:33 PM »
Is this still active?

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9
Hardware / Foreign hardware
« on: March 01, 2018, 05:50:04 PM »
Probably not a good idea  but its tempting



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10
AoC General Discussion / 2x xp
« on: February 23, 2018, 04:55:49 PM »
Got Ann email today 2x xp till March 5th

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11
Hardware / Laptop
« on: February 17, 2018, 05:58:09 PM »
Well that didnt take long

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12
Hardware / Cable management
« on: December 31, 2017, 12:36:31 AM »
so after years of looking but not looking ive finally found the source for the power wires that are individually wrapped

https://cablemod.com/

13
General Discussion / Watchdogs free from ubisoft
« on: December 20, 2017, 01:10:46 PM »
Ubisoft is giving away Watch Dogs for free

https://search.app.goo.gl/Ruju

Shared from my Google feed

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14
Hardware / Lg 34" ultra wide
« on: December 09, 2017, 11:16:44 AM »
LG's 34-inch IPS Ultrawide FreeSync Monitor is now on sale via BuyDig's eBay store for just $239.99, which is a $60 drop from its average price. 


https://rover.ebay.com/rover/0/0/0?mpre=https%3A%2F%2Fwww.ebay.com%2Fulk%2Fitm%2F311913595343

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15
Hardware / Evga
« on: November 09, 2017, 06:29:09 PM »
Really not happy with my 1070 sc

Seeing some thermal throttling with it


Thinking about getting a 1080 ti sc at the tune of 780$

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