Rift Rogue DPS Build – Boom Boom Pow! (1.2)

Rift Rogue DPS Build – Boom Boom Pow! (1.2)

One of the most soloable souls, if done right, is that of the Saboteur.  Mix a saboteur, with a way to get combo points and dish damage at range from marksman, and healing from riftstalker, and you have a build that soloes incredibly well.  Unfortunately, many groups are not designed to take full advantage of a saboteur, so some of their abilities are wasted in this setting.

Primary Soul – Saboteur – 44 Points

Secondary Soul – Riftstalker – 13 Points

Tertiary Soul – Marksman – 9 Points

Saboteur – 44 Points

Tier One

Nimble Fingers – 5 – Increased Dexterity

Long Range Bombing – 5 – Increases range and decreases cooldown of all bombs

Tier Two

Remote Clipping – 5 – Increases range of charges and Detonate

Tier Three

Increased Explosive Powder – 5 – Increased damage on all charges

Silent Setup – 3 – Adding charges does not generate hate

Tier Four

Improved Detonate – 5 – Increase damage of Detonate

Time Bomb – 1 – Bomb that explodes after 8 seconds

Improved Spike Charge – 2 – Increased duration on Spike Charges *

Tier Five

Bomb Specialist – 5 – Increase damage from bombs

Annihilation Bomb – 1 – High Damage, AOE bomb, that cannot be blocked, parried, or dodged

Charge Booster – 1 – Additional damage when firing a 5 point combo Detonate

Tier Six

The Trapper – 1 – Traps have zero cooldown

Carpet Bombing – 1 – Resets all bomb cooldown, and next 3 bombs have zero cooldown

Demolition Specialist – 2 – Annihilation Bomb detonates all Blast Charges or Spike Charges, and they affect 2 additional enemies

Residual Shrapnel – 1 – Sharpnel Charge deals more damage over time

Tier Seven

Land Mines – 1 – Places 4 mines at the rogues location that cause damage and knockback

* May substitute the Tier 2 Improved Blast Charge, depending if you prefer more initial hit instead of more DPS.

Riftstalker – 13 Points

Tier One

Unseen Fury – 5 – Increased Attack Power

Tier Two

Great Fortitude – 5 – Increased Endurance

Tier Three

Rift Scavenger – 3 – Heals when unused combo points when current combo point target is killed

 

Marksman – 9 Points

Tier One

Singled Minded Focus – 5 – Increased damage from certain attacks

Tier Two

Increased Fire Power – 4 – Increased Attack Power after ranged critical hits

 

Summary

As stated, this build is designed for soloing.  That said, it will also work very well in groups and dungeons, but it does lack the use of Land Mines, which is a powerful tool when soloing.  Feel free to use Incriminate to push agro to the group Tank, and have fun!  I have used the Boom Boom Pow! (1.2) in both situations as a Rogue DPS Build in Rift, and it works well, but must be worked correctly.

 

 

Rift Mage DPS Build – Turn and Burn

Rift Mage DPS Build – Turn and Burn

Many of the mage souls work well together, or synergize.  One of these combinations resulted in nerfs to pyromancers and dominators in Update 1.2.  However, they still make a nasty combination as this build demonstrates.  The Turn and Burn works on the principle of denying the enemy a chance to inflict damage upon you (from Dominator) while maximizing damage done to him (from Pyromancer).  Warlock works well as a third soul, allowing a decent chance to make the heavy hitting Pyromancer nukes instantly castable, and providing some healing should an enemy get close enough to hurt.

Main Soul – Pyromancer – 39 points

Secondary Soul – Dominator – 17 points

Tertiary Soul – Warlock – 10 points

Pyromancer – 39 points – From 1st Level

Tier One

Improved Fireball – 3 – Increases Critical Hit of Fireball

Ignition – 5 – Decreases casting time of Fire Spells

Tier Two

Combust – 3 – Chance for Fireball to cause Damage over Time (DoT)

Improved Grounding – 3 – Improved Mana Regen while in a grounding effect

Tier Three

Improved Smoldering Powder – 5 – Decreases mana cost of spells, when active

Tier Four

Fire Storm – 1 – AOE Fire attack

Burning Bright – 3 – Increased Damage at cost of max health

Improved Flame Bolt – 3 – Increases Fire Damage for 10 seconds

Tier Five

Pyromancer’s Armor – 1 – Chance to make Cinderburst instant cast and instant recharge

Wildfire – 2 – Chance, when casting Fireball, to make Flamebolts instant cast.

Tier Six

Backdraft – 1 – AOE damage and stun

Improved Ground of Power – 5 – Increases damage dealt, and decreases damage taken when in Ground of Power

Fire Shield – 3 – Chance to cast absorption on self when hit

Tier Seven

Heat Wave – 1 – Resets cooldowns, reduces casting time, and improves global cooldown

 

Dominator – 17 Points

Tier One

Clinging Form – 3 – Increases duration and reduces cooldown of Transmogrify

Quick Thinking – 2 – Reduces casting time of next spell, after a control spell

Tier Two

Acumen – 5 – Increased Intelligence

Tier Three

Controlled Opportunity – 5 – Next damaging spell does 50% more damage

Improved Mana Wrench – 1 – Improves Mana Wrench for better mana drain

Tier Four

Quicken Form – 1 – Reduces casting time of Transmogrify to instant

 

Warlock – 10 points

Tier One

Magical Affinity – 5 – Increases charge generation

Tier Two

Opportunity – 5 – Chance to make next spell instacast

 

Summary

This particular build takes some practice.  It is very effective against a single target, but quickly collapses when multiple mobs get close if they are soloing.  In a group, with a decent tank and healer, they can really shine in both single target or aoe damage.  Either way, the Turn and Burn is a specialized Mage DPS Build for Rift.

Rift Mage Healer Build – Green Mage

Rift Mage Healer Build – Green Mage

Mages are often called upon to serve in many capacities. One of which is DPS, and there are several mage builds that serve that purpose well. Other times, it is more utility, including crowd control or buffs. The Hierophant build serves this purpose well. Finally, there are times when a mage is called upon to be a healer, either as a primary healer or a secondary healer. In these times, the Green Mage works very well.

 

Primary Soul – Chloromancer 44

Secondary Soul – Archon 12

Tertiary Soul – Dominator 10

 

Chloromancer – 44 points

Tier One

Natural Awareness – 5 – Intelligence Increase

Accelerate Growth – 5 – Increased Damage

Tier Two

Bloom – 1 – Single Target Healing

Healing Slipstream – 2 – Improved Casting Time for Bloom and Flourish (instant)

Empowered Veil – 3 – Improved Entropic Veil and Lifegiving Veil

Tier Three

Synthesis – 1 – Improved Healing On One Ally

Phytogenesis – 3 – Improved chance to activate Radiant Spores and affects multiple targets

Circle of Life – 5 – Improved critical chance for Flourish and Bloom

Tier Four

Nature’s Touch – 1 – Nuke which heals Synthesis target

Call of Spring – 5 – Improved Healing

Raised in Nature – 3 – Improved Endurance

Tier Five

Natural Fusion – 3 – Improved Healing on Synthesis target

Living Shell – 1 – Mana Regen and Damage Absorption

Unleashed Abandon – 1 – Increased Duration of Wild Abandon

Tier Six

Wild Growth – 1 – AOE Heal and mob snare

Destructive Growth – 2 – Damage increase in Wild Growth

Empathic Bond – 1 – Mana Return from Synthesis Ally

Tier Seven

Essence Surge – 1 – Massive Heal

 

Archon – 12 Points

Tier One

Favored Ally – 3 – Larger Range on Aura’s and instant cast

Blood Pact – 2 – Improved Endurance from

Tier Two

Strength of Stone – 3 – Improved stats from Pillaging Stone

Exhiliration – 4 – 2% Mana returned on crits

 

Dominator – 10 Points

Tier One

Efficient Control – 5 – Reduced enemy resistance to Transmogrify

Tier Two

Acumen – 5 – Improved Intelligence

 

Summary

 

This build fills a healing role within a group very well, and yet leaves some crowd control and buffage to help out the rest of the raid or party. With the Green Mage build, a mage can now be a contributing healer in Rift, either in a dungeon or just a group.

Rift Warrior Tank Build – Witch Hunter

Rift Warrior Tank Build – Witch Hunter

All of our other tank builds have focused heavily on melee combat, either swarms of enemies or a few elites.  This build changes from fighting melee combatants to focusing on casters.  With better resistance to non-physical damage, it serves its purpose well.

The Witch Hunter (Warrior Build)

Paladin 36 points

Void Knight 30 Points

Champion 0 points (this last soul is up to you)

 

Paladin: 36 Points

Defender 5 (10% Armor Improvement)

Stalwart Shield 5 (10% more Block)

Aggressive Guardian 2 (20% more Threat)

Graceful under Pressure 3 (9% improved chance to hit while using a shield)

Hardened Will 3 (9% less damage from spells)

Martial Shield 1 (25% chance per block to gain an attack point)

Vengeful Wrath 3 (increases the damage of Retaliation, Disarming Counterblow and Paladin’s Reprisal
by 30%)

Unyielding Defense 5 (improves the damage reduction of a successful block by 20%)

Balance of Power 3 (Blocked attacks deal 75% of weapon damage back to the attacker)

Karmic Resolution 2 (Retaliation and Disarming Counterblow heal you for 30% of damage done)

Tip the Balance 2 (heal for 100% of the damage dealt by Balance of Power)

Shield of the Chosen 1 (improve Block by 5% and improve armor)

Paladin’s Reprisal 1 (AoE Reaction attack)

 

Void Knight – 30 point

 

Insatiable Hunger 5 (25% chance to gain a pact from a melee attack if the target has mana)

Energy Retention 5 (Pact duration increased by 15 seconds)

Ravenous Strength 3 (improves Strength by 5% per application with a max of 10 applications for 6
seconds when you gain a pact)

Blood From a Stone 5 (25% chance of gaining a pact from a melee attack)

Ravenous Defense 3 (Improves Armor by 5% per application with a maximum of 10 applications for 6
seconds when you gain a pact)

Devourer 5 (improves the damage reduction of Void by 15%)

Rift Summon 1 (pulls a target to you)

Replenish 3 (Heal 6% of your Endurance when you gain a pact)

 

Summary

This Build may be the toughest one yet. You will end up with a 29% reduction to spell damage (20%
reduction to all non-physical damage). If you can keep your Ravenous Defense and Ravenous Strength
your armor will be over 10k and your block will be in the 600 to 700 range. You heal when you Block,
hit with Reprisal or Disarming Counterblow as well as when you gain a pact. The massive boost to your
strength from Ravenous Strength will boost most of your healing as well as your damage output. And
you can heal yourself with Fusion of Flesh or Touch of Life if you are in need.

Water Breathing – A Fish Called Wanda (Leonne)

Water Breathing

We ran into a difficulty with some underwater puzzles & quests.  They were very hard to do when you had to go up for air every so often.  Since there are only two water breathing potions in Telara for each person (going off Guardian information), we had to get creative.  I created another role just to acquire “Blessing of the Sea“, an ability that grants the ally the ability to breathe underwater.

To acquire “Blessing of the Sea” one must spend 18 points in the Warden Soul.  So here is my water breathing cleric build, or A Fish Called Leonne.

Warden Cleric Soul – 18 points

Aquatic Affinity – 5/5
Destructive Tide 5/5

Dehydrate 1/1
Surging Rapids 0/5
Fluidity 5/5

Ebb and Flow 5/5
Dissolution 0/1
Restorative Tide 2/2

Orbs of the Stream 1/1
Still Waters 0/5

Tidal Resonance 0/2
Diona’s Gift 0/5
Ripple 0/1

Now, you may ask, what do I do from here?  Well, I personally don’t like the Warden Cleric Soul, so I switch out of it as soon as possible.  But you can pair it well with several other souls, and since my favorite soul is actually the Sentinel Cleric Soul, I have it paired with that as I go up in level.  The Purifier Cleric Soul is recommended to complete the set.  I haven’t yet played with the Purifier Cleric Soul, perhaps those that have can give some responses.

Leonne’s versatile Rift cleric build

I love that you can do different Rift character builds, but I found it cumbersome to change all the time.  So I came up with my own good, all around Rift cleric build that does melee ok, ranged ok, and rift closing with a group ok.  (Note: I have not tried in PVP)

Sentinel main soul (40 points)

Righteous Burden 0/2 (might be good for PVP, snares the enemy)
Benediction 5/5
Watchful Gaze 5/5

Walk in the Light 1/5
Light Concentration 5/5
Shards of Light 1/1

Embolden 0/3 (good for AOE heal)
Light Efficiency 5/5
Luminous Gaze 1/1

Healing Invocation 1/1
Enraputed Breath 3/3
Protect the Flock 2/2

Lasting Invocation 5/5
Empowering Light 1/1

Vested Interest 0/2
Shared Recover 1/1
Serendipity 3/3

Healer’s Haste 1/1

Druid second soul (26 points gives you the Greater Faerie, doesn’t die so easily)

Touch of the Fae 5/5
Strength of Earth 5/5

Heed the Call 3/3
Balm of the Woods 1/1
Spirit of the Hunter 5/5

Slumber 1/1
Savage Force 5/5
Brutal Impact 0/3

Grim Silenced 1/1
Boundless Growth 0/3
Spirit of the Wood 0/5

Justicar third soul – 0 points, can be replaced with any other soul

So, if I do my math right, that gives you a level 50 cleric.  Rift roles are different from any other system I worked with, and building a cleric up to live in a variety of situations has been fun.  I love to play Leonne more than any other character (my only other out of the tutorial after launch is a warrior).  I have enough cleric healing to keep a warrior tank alive, enough buffs/debuffs to keep the mage alive, and have fun while doing it.  Feel free to comment below with what you think might improve my all around, versatile Rift cleric build.

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Classic Rogue, Knife in the Back

Rift Rogue Build – Knife in the Back

This is the first in a series of character builds for Rifts. This particular build is a melee focused Rogue which also gives it the ability to hide indefinitely and move about the battle field. This is designed as a PVE build, especially useful in groups.

Key Benefits:

Healing ability from Leaching Poison and Rift Scavenger.

Ability to hide in combat, and stay hidden from Slip Away and Improved Stealth.

Heavy Melee Damage, from behind an enemy. Very useful in groups.

Dexterity Bonus from Combat Pose.

Endurance Bonus from Planebound Resilience

Damage bonus from Blade Tempo

Dodge Bonus from Side Steps

Also can solo mobs.

Disadvantages:

Very minimal ranged ability

Excellent damage dealing, not a great tank

Assassin – 33

Tier One

Ruthlessness – 5

Improved Final Blow – 3

Tier Two

Cloak and Dagger – 3

Murderous Intent – 2

Tier Three

Silent Footsteps – 2

Cruel Vengeance – 5

Tier Four

Magnify Pain – 2

Double Cross – 3

Backstab – 1

Tier Five

Subterfuge – 2

Improved Stealth – 1

Tier Six

Advanced Flanking – 2

Physical Trauma – 1

Tier Seven

Slip Away – 1

Bladedancer – 20

Tier One

Combat Expertise – 5

Quick Reflexes – 5

Tier Two

Strike Back – 2

Tier Three

Ambidextrous – 5

Tier Four

Turn the Tide – 2

Blade Tempo – 1

Riftstalker – 13

Tier One

Unseen Fury – 5

Tier Two

Great Fortitude – 5

Tier Three

Rift Scavenger – 3

This build is what I am currently playing/working on for my rogue. If you have any questions or comments, please feel free to email me or contact me in game.

Rcane on Estrael

Flue on Estrael

rcane@lordrcane.com

Rift Rogue Calling… Bring the PAIN!

rift rogue callings, rogue soulsRift Rogue Calling…. Bringing the Pain

Finishing our review of the various Rift Callings (until more souls are announced), we have the Rogues. Rogues fill the key role of damage dealers in Rift, but they have many different ways of completing that objective. Currently there are 6 different souls announced, and their distinct benefits and disadvantages are listed below.

Rogue Calling: Nightblade

Strengths

A Nightblade’s stealth and proficiency with weapons can dispatch enemies quickly and silently, while their knowledge of arcane magic gives them versatility in dealing a wide variety of damage.

Weaknesses

Preferring the element of surprise and precise, killing blows, the Nightblade has trouble enduring a lengthy battle. Wearing only lighter armor, the Nightblade is better suited to sneak attacks or hit-and-run tactics.

Rogue Calling: Ranger

Strengths

An expert woodsman and archer, the Ranger excels at striking from range, while their animal companion harries the opponent in close combat.

Weaknesses

Without an animal companion, a Ranger is but a simple archer, and while still quite deadly, can no longer mount a strong defense in close combat.

Rogue Calling: Bladedancercalling: rogue, Rift: Planes of Telara

Strengths

The Blade Dancer’s mastery of edged weapons allows them to unleash devastating close combat attacks in quick succession. Their honed skills and supernatural agility allow them to avoid incoming attacks for short periods of time and launch lethal sneak attacks on the unwary.

Weaknesses

Once a Blade Dancer’s fury is spent, their light armor offers scant protection. They must quickly overcome their opponent’s defenses or face defeat themselves.

Rogue Calling: Assassin

Strengths

Assassins are trained to meld with the shadows, bypassing defenses and launching potent surprise attacks with their poisoned blades.

Weaknesses

Assassins must choose their targets carefully, or wind up in desperate straits if they forfeit the element of surprise or attack a foe who can shrug off the venom from their blades.

Rogue Calling: Riftstalker

Strengths

A Riftstalker is an incredibly mobile fighter capable of shielding himself from harm and appearing in the ideal place and time in a fight.

Weaknesses

Harnessing planar energies places Riftstalkers under tremendous strain, so while formidable in short engagements, they quickly lose ground as they exhaust their bag of tricks.

Rogue Calling: Marksmen

Strengths

Marksmen are experts at hit-and-run tactics, surgically dismantling targets from a safe distance, then sprinting away before the enraged victims can close for melee.

Weaknesses

The Marksman keeps foes at bay for a reason. The key to defeating a Marksman is reducing their mobility, exposing them to devastating melee counterattacks.

Rogue Calling summary –

With some souls designed for ranged combat, some for melee combat, and even others designed with pets or defensive capabilities in mind, the Rogues in Rift are a power to behold. Whether you want to do damage up close and personal, or far away with gun or bow, the Rift Rogue Calling provide the pain and take down the enemies of Telara.

Thanks for Tanks… Warrior Calling and Souls in RIFT

Ready for the front lines: Rift Warrior Callings….

In every game, tabletop or MMO, there are the guys we put up front to feed to the monsters so the mages, clerics, and rogues can stay in the back in relative safety. This Thanksgiving, lets be thankful for the warriors. We are grateful to those of you who day after day risk life, limb, and death to keep the rest of us back. Yes, we say thanks for the tanks!  And, to say thanks, here is our preview of Rift Warrior Callings.

RIFT, due to the soul system, has a lot of flexibility in how warriors are played. So far they have announced five different souls, which are listed below with the strengths and weaknesses of each, as per the riftgame.com website. Each of these souls has different abilities and focuses in combat, and up to three souls can be used in making your character. For information on the Soul System, read the article posted here earlier.

Champions:

Strengths

A Champion’s legendary strength allows him or her to move with startling speed, closing with opponents to wreak destruction with their two-handed weapons.

Weaknesses

Quick to answer the call to arms, Champions often rush into battle with reckless abandon, and can find themselves vulnerable to sneak attacks and well-organized assaults from multiple adversaries.

Reavers:

Strengths

Reavers specialize in damage-over-time effects that weaken both the mind and body, crippling an opponent’s ability to mount a successful offense.

Weaknesses

Like death itself, Reavers grind down their opponents slowly; but as such they are not effective at quickly neutralizing a single opponent.

Paladins:

Strengths

A Paladin excels in using a shield to turn aside incoming assaults and launch powerful counterattacks. This martial skill, and the divine blessings of their patron gods, allows Paladins to extend their protection to nearby allies.

Weaknesses

Heavy arms and armor do not allow for quick movement, so Paladins have a hard time dealing with opponents at range, or with those who weave powerful magic, against which metal plates offer no protection.

Warlords:

Strengths

Warlords can draw upon vast tactical experience, empowering their allies and weakening their enemies to change the course of battle.

Weaknesses

The Warlord’s focus on enhancing the capabilities of her allies leaves her vulnerable when isolated from friendly ranks.

Paragons:

Strengths

With a finely tuned mind and body, the Paragon wields two weapons to perfection, devastating his enemies. Paragons specialize in dealing consistent damage, and can also hit their enemies from range.

Weaknesses

Paragons suffer against healers who can outpace their steady damage output, and these methodical warriors tend to be weaker against opponents who specialize in burst damage.

These are just the five souls currently announced. Specifically mentioned are “Coming Soon” and several dots for hopefully several more souls. We look forward to hearing more about Rift Warrior Callings, and will update as information becomes available.