WHM-6R Warhammer Builds for MechWarrior Online

Warhammer WHM-6R Builds for MechWarrior Online

The goal in the configurations of the WHM-6R Warhammer for MechWarrior Online is to keep the cost at a minimum. The base WHM-6R does not have an XL Engine, upgraded weapons, Endo Steel structure, or Double Heat Sinks. In order to maximize potential, Double Heat Sinks were placed in each chassis. Structure was also upgraded to Endo Steel if there were enough critical spaces to allow it. This does require some C-bills, but as much as an XL Engine would.

WHM-6R (Dual Gauss)

Nothing says loving like a pair of Gauss Rifles. This particular configuration is a little slow, but is designed around long range sniper combat rather than close range hugging. Four Medium Lasers do provide finishing power or the ability to defend against smaller mechs.

Engine: 200 Standard

Armor: 432 of 434 Standard

Heat Sinks: 10 Double (8 Covered by Engine)

Structure: Endo Steel

Jump Jets: None

Weapons:

Left Arm: Medium Laser

Left Torso: Medium Laser, Gauss Rifle

Right Torso: Medium Laser, Gauss Rifle

Right Arm: Medium Laser

To be placed: 2 Double Heat Sinks, 5.5 tons (55 rounds) of Gauss Ammo

Notes: This build was tested with a CPLT-K2. Unfortunately, the K2 has several quirks that made results inaccurate. The mech does run a little hot if constantly firing the Medium Lasers. If your play style uses the lasers often, 2 more heat sinks can be added (see below).

Options: An AMS can be added in exchange for 1.5 tons of ammo. Also, there are critical spaces for 2 more Double Heat Sinks if the Gauss Ammo or Medium Lasers are reduced.

Option Two: The engine can be upgraded to a 280 XL, providing more speed. This build fits more with the WHM-BW philosophy, however, and will be detailed there.

WHM-6R (Dual AC/20)

In MWO, the AC/20 is a formidable weapon. Although a pair of them suffers from ghost heat, they are incredibly devastating. The Warhammer WHM-6R can be fitted with a pair of these beasts. If fired together, they will create a lot of heat, but very little will be standing.

Engine: 225 Standard

Armor: 432 of 434 Standard

Heat Sinks: 12 Double (9 Covered by Engine)

Structure: Endo Steel

Jump Jets: None

Weapons:

Left Arm: Medium Laser

Left Torso: AC/20

Right Torso: AC/20

Right Arm: Medium Laser

To be placed: 3 Double Heat Sinks (in arms), 4 tons (28 rounds) of AC/20 Ammo.

Notes: Due to the ghost heat of paired AC/20s, this mech will run very warm. The heat is manageable, however, either by firing and fading or by alternate firing the AC/20s. There is very little room left on the chassis for other upgrades, but a heat sink could be sacrificed for more ammo if needed.

WHM-6R (Ultra AC/5)

Keeping with the dual ballistic systems, the Ultra AC/5 version has room for several Medium Lasers. These have been all placed in the side torsos to allow the arms to act solely as shields. Of course, one can be moved to each arm if play style supports it.

Engine: 280 Standard

Armor: 432 of 434 Standard

Heat Sinks: 15 Double (11 Covered by Engine)

Structure: Endo Steel

Jump Jets: None

Weapons:

Left Torso: 2 x Medium Lasers, Ultra AC/5

Right Torso: 2 x Medium Lasers, Ultra AC/5

To be placed: 4 Double Heat Sinks, 4 tons (120 rounds) of Ultra AC/5 Ammo

Notes: I used the Catapult CPLT-K2 again to test this configuration. As before, the quirks will make the results less than perfect, but it was better than nothing.

Caustic Valley: The mech can overheat, but heat is also very manageable. The Atlas was destroyed before the mech overheated.

Frozen City: It is possible to overheat, but not easy. Again, this may be partially due to quirks, but the 15 Double Heat Sinks are plenty for most pilots.

Options: The arms are able to be reconfigured. Armor can be shed to allow more ammo. Heat sinks can be replaced with additional Medium Lasers.

WHM-6R (Base Upgrade)

Taking the original concept of the WHM-6R one step further provides better armor, better heat dissipation, and more focus on energy weapons. This particular build works as effectively on the WHM-6D.

Engine: 300 Standard

Armor: 432 of 434 Standard

Heat Sinks: 20 Double (12 Covered by Engine)

Structure: Endo Steel

Jump Jets: None

Weapons:

Left Arm: PPC

Left Torso: 2 x Medium Lasers

Right Torso: 2 x Medium Lasers

Right Arm: PPC

To be placed: 8 Double Heat Sinks

Notes: Using the BL-7-KNT-L Black Knight as a proxy avoided some of the heat quirks. Depending on what quirks the WHM-6R has, it may not be 100% accurate.

Caustic Valley: It is not quite possible to get 3 full alpha-strikes before overheating, but it is also devastating. If you use the PPCs at range and the Medium Lasers against closer targets the heat is more manageable (8 PPC strikes to overheat, 10 Medium Laser strikes).

Frozen City: The third full alpha-strike will overheat the mech. When firing the systems separately, heat is nearly negligible.

Options: ER-PPCs can be used but the heat will go up significantly. Also, the engine could be downgraded (with loss of at least one heat sink) and the lasers can be traded to Medium Pulse Lasers.

Conclusion

The Warhammer WHM-6R has plenty of flexibility. The goal of this list was to minimize the additional cost to customize the mech while allowing the pilot to benefit from more advanced technology, such as Double Heat Sinks. Which builds will be seen in MechWarrior Online? We will find out in January.

Warhammers return to MechWarrior Online

The Unseen Warhammer Enters the Battlefield of MechWarrior Online

In January of 2016, another Unseen mech will again return to the battlefield. The Warhammer is coming to MechWarrior Online! This 70 ton mech has long been a crowd favorite and the pilots of the Inner Sphere are excited to jump back in the cockpit of these beasts. Below is a quick recap of what the default configurations are and what hardpoints they provide. This is based on initial details provided by PGI.

WHM-6R

This is the basic Warhammer from everyone’s childhood memory. It has enough firepower to destroy a small city across several different weapon ranges. It is a little lacking in armor but can be upgraded. It also packs a lot of Single Heat Sinks.

Tonnage: 70

Engine: 280 Standard (340 Max)

Armor: 320 of 434 Standard

Internal Structure: Standard

Heat Sinks: 18 Single (11 Covered by Engine)

Jump Jets: No

ECM Capable: No

MASC Capable: No

Weapons (Hardpoints):

Left Arm: PPC (1 Energy)

Left Torso: Medium Laser, Small Laser, Machine Gun (2 Energy, 1 Ballistic)

Center Torso: (1 AMS)

Right Torso: SRM 6, Medium Laser, Small Laser, Machine Gun (2 Energy, 1 Ballistic, 1 Missile)

Right Arm: PPC (1 Energy)

Total Hardpoints: 6 Energy, 2 Ballistic, 1 Missile, 1 AMS

Pros: This chassis has a good balance of hardpoints. Its tonnage is a little low, but dual Gauss Rifle and dual AC/20 designs are feasible, depending on how high or low the ballistic ports sit. I foresee a lot of brawler builds with this configuration as well as sniper builds.

Cons: Due to the initial low cost (standard engine, single heat sinks), this will be an expensive mech to upgrade. Obviously, we don’t know how susceptible the mech is to losing a side torso, so we cannot predict if upgrading to an XL or keeping with the standard engine is the better option.

WHM-6D

This chassis is designed as a typical laser vomit energy boat. The default configuration has more heat dissipation than the WHM-6R and more armor. With only energy hardpoints, however, the WHM-6D is going to run very warm.

Tonnage: 70

Engine: 280 Standard (340 Max)

Armor: 434 of 434 Standard

Internal Structure: Standard

Heat Sinks: 20 Single (11 Covered by Engine)

Jump Jets: No

ECM Capable: No

MASC Capable: No

Weapons (Hardpoints):

Left Arm: PPC (2 Energy)

Left Torso: Medium Laser, Small Laser (3 Energy)

Center Torso: (1 AMS)

Right Torso: Medium Laser, Small Laser (2 Energy)

Right Arm: PPC (2 Energy)

Total Hardpoints: 9 Energy, 1 AMS

Pros: The base WHM-6D has better heat dissipation and armor than the WHM-6R. By removing the secondary weapons of SRM and Machine Guns, it frees up some tonnage.

Cons: The WHM-6D will suffer from a serious identity crisis. In the heavy mech energy boat arena there are many contenders: the Black Knight (which is heavier), the Grasshopper (which jumps), and some Thunderbolts. It will need either quirks or re-balancing to stand out and find a specific role. And, as mentioned, with only energy hardpoints, the WHM-6D will run hot.

WHM-7S

The Warhammer WHM-7S comes with Double Heat Sinks and advanced weapons. It focuses heavily on missile hardpoints, making it either a nasty SRM or Streak based brawler or an LRM boat.

Tonnage: 70

Engine: 280 Standard (340 Max)

Armor: 320 of 434 Standard

Internal Structure: Standard

Heat Sinks: 18 Double (11 Covered by Engine)

Jump Jets: No

ECM Capable: No

MASC Capable: No

Weapons (Hardpoints):

Left Arm: ER-PPC (1 Energy)

Left Torso: Medium Pulse Laser, Streak SRM-2, Small Laser (2 Energy, 1 Missile)

Center Torso: (1 AMS)

Right Torso: Medium Pulse Laser, Streak SRM-2, Small Laser (2 Energy, 2 Missile)

Right Arm: ER-PPC (1 Energy)

Total Hardpoints: 6 Energy, 3 Missile, 1 AMS

Pros: The mix of hardpoints allows more flexibility than the WHM-6D. Starting with Double Heat Sinks can be an advantage as well, being more heat efficient, but it also requires more careful placement of the heat sinks.

Cons: Purchasing this variation at a later time will be more expensive than the other Warhammers, but not drastically. Without the ballistic ports, all weapons will generate heat, but it should be very manageable.

WHM-BW

Natasha Kerensky, the Black Widow, is one of the best known warriors in the Inner Sphere. In command of the dreaded Black Widow Company of Wolf’s Dragoons, she led her comrades to victory from her Warhammer. The WHM-BW is based on that ‘Mech and provides full armor, upgraded weapons, an XL engine, and a variety of hardpoints.

Tonnage: 70

Engine: 280 XL (340 Max)

Armor: 432 of 434 Standard

Internal Structure: Standard

Heat Sinks: 18 Double (11 Covered by Engine)

Jump Jets: No

ECM Capable: No

MASC Capable: No

Weapons (Hardpoints):

Left Arm: ER-PPC (1 Energy)

Left Torso: Medium Pulse Laser, 2 x Machine Guns (1 Energy, 2 Ballistic)

Center Torso: (1 AMS)

Right Torso: SRM-6, Medium Pulse Laser, 2 x Machine Guns (1 Energy, 2 Ballistic, 1 Missile)

Right Arm: ER-PPC (1 Energy)

Total Hardpoints: 4 Energy, 4 Ballistic, 1 Missile, 1 AMS

Pros: With an XL engine, near full armor (the other two points would cost a half a ton), Double Heat Sinks, and a variety of hardpoints, the WHM-BW will be devastating on the battlefield. There are many different roles that could be embraced.

Cons: Depending on the hit locations, the XL engine may be detrimental. Unfortunately, this cannot be tested until January.

Conclusion:

The Warhammers offer a variety of weapon platforms and potential to fit many roles. The few shortcomings of the variants, such as lack of armor, can easily be addressed. They all have the potential to overheat with the WHM-6D being the most likely, but are also upgradeable and can be managed. When they hit the battlefield of MechWarrior Online in January of 2016, the Warhammer (previously Unseen) will be a fan favorite again.

Marauder MAD-3R Build for MechWarrior Online

Throughout the history of BattleTech certain ‘Mechs have stood out as iconic. One of these is the Marauder. Although it has passed into the world of the Unseen (no longer usable in BattleTech due to copyright dispute), it forever strolls the battlefield in our hearts and memories.

Therefore, in an effort to return the Marauder to the MechWarrior universe, I present a conversion from the Cataphract in MechWarrior Online.

Based heavily on the Marauder 3-R, this Cataphract build supports more ammo, AMS, XL Engine, jump jets, and additional speed. These are all possible by the endo steel frame and the XL engine.

Enjoy!

Cataphract CTF-3D
Tonnage: 70
Engine: XL
Rating: 300
Max Engine Rating: 340
Armor: 432
Type: Standard
Head: 18
Left Arm: 44
Left Torso: 42 / 18
Center Torso: 70 / 18
Right Torso: 42 / 18
Right Arm: 44
Left Leg: 59
Right Leg: 59
Weapons & Equipment:
Head:
Left Arm: PPC
Left Torso: AMS, AMS ammo, Medium Laser, Double Heat Sink x 2
Center Torso: AC/5 Ammo x 2
Right Torso: Medium Laser, AC/5, AC/5 Ammo x 2
Right Arm: PPC
Left Leg: Jump Jet x 2
Right Leg: Jump Jet x 2
Hardpoints:
Left Arm: 1 Energy
Left Torso: 1 Energy, 1 AMS
Right Torso: 1 Energy, 1 Ballistic
Right Arm: 1 Energy, 1 Ballistic
Internal Structure: Endo
Heat Sinks: 14 Double
ECM Capable?: No
Max Jump Jets: 4

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 Rogue DPS – Knife in the Back 1.2

Rift Rogue DPS – Knife in the Back 1.2

Many rogues like to get up in melee combat against their enemies.  For that purpose, the Knife in the Back was created as one of our first rogue builds.  I have personally been using this build since pre-launch, and it remains one of my favorites.  With the changes in patch 1.2, Assassins received a substantial damage upgrade, so this build was reworked.

Main Soul – Assassin – 25 Points

Secondary Soul – Blade Dancer – 18 Points

Tertiary Soul – Rift Stalker – 13 Points

 

Assassin – 35 Points

Tier One

Ruthlessness – 5 – Increase Critical Hit chance

Improved Final Blow – 3 – Increased Damage from Final Blow

Tier Two

Serrated Blades – 3 – Bleed damage on crits

Murderous Intent – 2 – Increases Physical Damage

Cloak and Dagger – 3 – Improved damage after Assassinate, Paralyzing Strike, or Jagged Strike

Tier Three

Silent Footsteps – 2 – Increases stealth ability and speed

Cruel Vengeance – 5 – Critical Hits increase damage

Tier Four

Magnify Pain – 2 – Increases Critical Hit damage

Double Cross – 3 – Increased damage from behind

Backstab – 1 – High damage attack from behind

Tier Five

Subterfuge – 2 – Increased damage on Assassinate, Paralyzing Strike, and Jagged Strike.

Improved Stealth – 1 – Stealth lasts until canceled

Tier Six

Advanced Flanking – 2 – Increased critical hit chance on Backstab, Assassinate, Jagged Strike, and Paralyzing Strike.

Tier Seven

Slip Away – 1 – Immediate, in combat, stealth.  Also grants immune to all damage for 3 seconds, breaks snares and roots.

 

Bladedancer – 18 Points

Tier One

Quick Reflexes – 5 – Increases Dodge chance

Tier Two

Strike Back – 2 – Does damage back when successfully dodge

Blade and Fury – 2 – Increased damage on Keen Strike

Combat Expertise – 1 – Increases Hit Chance

Tier Three

Ambidextrous – 5 – Increased Dexterity

Sprint – 1 – Increased movement speed for 15 seconds

Tier Four

Turn the Blade – 2 – Increased damage after parry or dodge

 

Riftstalker – 13 points

Tier One

Unseen Fury – 5 – Increased Attack Power

Tier Two

Great Fortitude – 5 – Increased Endurance

Tier Three

Rift Scavenger – 3 – Heals the rogue per combo point on the target when it dies

 

Summary

This is a traditional, rogue in the back, type of build.  With the riftstalker abilities, it can heal.  With the bladedancer abilities, it has a nice blend of single and multiple target attacks.  Additionally, it has incapacitate, making it very useful in a dungeon.  With the changes, Knife in the Back (1.2) is a nasty melee DPS Rogue build for Rift.

 

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 Rogue Ranged DPS Build – Boom Boom Pow!

Rift Rogue Ranged DPS Build – Boom Boom Pow!

There are few things as satisfying in the life of a Rogue as killing, but not getting hit at all in a fight.  By utilizing dangerous explosives, including charge packs and mines, the Boom Boom Pow! build can be used very well in combating the forces of the Dragon Cults.  Additionally, you can heal up to 30% of

Primary: Saboteur 38

Secondary: Marksman 15

Tertiary: Riftstalker 13

Saboteur – 38 Points

Tier One

Nimble Fingers – 5 (improves Dexterity)

Tier Two

Remote Clipping – 5 (improves range of charges and detonate)

Tier Three

Silent Setup – 3 (Charges create 0 hate, until detonated)

Increased Explosive Powder – 5 (Increases damage of charges)

Tier Four

Improved Detonate – 5 (Increases damage of detonate)

Improved Spike Charge – 2 (Increases duration of Spike Charge dot)

Tier Five

Bomb Specialist – 5 (Increases the damage of all bombs)

Annihilation Bomb – 1 (Big AOE bomb)

Charge Booster – 1 (Increased detonate damage, with 5 charges)

Tier Six

Demolition Specialist – 2 (Annihilation bomb detonates charges at target)

Carpet Bombing – 1 (Resets all bomb cooldown to zero, for 3 bombs)

The Trapper – 1 (Traps no longer have cooldown)

Residual Shrapnel – 1 (Increased damage from Shrapnel Charge)

Tier Seven

Land Mines – 1 (Explosives that do considerable damage, and knockback)

 

Marksman – 15 Points

Tier One

Single Minded Focus – 5 (Increased damage for several shots)

Tier Two

Increased Fire Power – 5 (Critical Hits with ranged weapons increases attack power)

Repelling Shot – 1 (Knocks back the enemy 15m)

Tier Three

Penetrating Shots – 4 (Ranged Physical Attacks ignore some armor)

 

Riftstalker – 13

Tier One

Unseen Fury – 5 (Increases Attack Power)

Tier Two

Boosted Recovery – 3 (All Healing Effects improved)

Great Fortitude – 2 (Increased Endurance)

Tier Three

Rift Scavenger – 3 (Heals based on combo points when mob dies)

 

Summary

This build requires a lot of preparation before a fight, but is one that packs a LOT of punch.  By setting land mines and a trap just outside agro range of an enemy, then using all 5 charges (spike charges work well), followed by Annihilation Bomb then Detonate. normal mobs will be significantly below half.  Then as you back up, through the mines, the mobs are quickly destroyed.  With the marksman’s ranged combat abilities, you can build additional combo points as you back up, pulling the mob into the mines.  And Riftstalker rewards health based on the number of combo points on a mob when it dies.

Multiple mobs work fairly well also, as Annihilation Bomb and Demolition Specialist improve the number of targets hit.  However, the mines do not affect multiple targets, so there may be mobs that need to be finished via bow.

For a Ranged DPS Rogue Build, Boom Boom Pow! is very enjoyable and makes the combat more unique in 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.

Cleric Melee Build – Battlepriest

Cleric Melee Build – Battlepriest

Our blessed Lady Leonne Silvertear, Priestess of the Vigil, has divined a solution to the problems faced by many clerics who wish to use the strength of their faith in melee combat to smite evil rather than solely support other heroes.  In short, she has found a melee build for clerics that proves capable and durable in combat, while giving up some healing capabilities.

Shaman ~ Justicar ~ Sentinel

The game recommends Shaman, Justicar, and Druid as a synergistic build. But then you have to choose if you want Greater Fairy, Battle Charge, or Commitment; you can’t have them all. So my choice was to leave off the Druid and add in Sentinel. It’s probably because I’m prejudiced, I like to be able to heal a bit and occasionally nuke.

So this is my thought for a melee build cleric for Rift. Max level will be 26 Shaman, 25 Justicar, and 15 Sentinel. I love charge on my warrior, and hate to walk into battle. So I bee-lined it for Battle Charge, but that requires 26 points.

Shaman 26 Points

* Tier 1

Thick Skinned 3/3

Dauntless Courage 5/5

Unyielding 5/5

* Tier 2

Favored of the Valnir 2/2

Glacial Shield 1/1

Overwhelming 5/5

* Tier 3

Vengeance of the Frozen Earth 1/1

* Tier 4

Endless Winter 2/2

* Tier 5

Lust for Blood 1/3

* Tier 6

Battle Charge 1/1

Next would be Sentinel points to 15, but alternate with Justicar points to 25, giving a balance of buffing, smacking, and healing.

Sentinel 15 Points

* Tier 1

Benediction 5/5

Watchful Gaze 5/5

* Tier 2

Walk in the Light 5/5

Justicar 25 Points

* Tier 1

Hammer of Virtue 5/5

Armor of Virtue 5/5

* Tier 2

Healer’s Creed 2/2

Life’s Devotion 3/3

Doctrine of Bliss 1/1

* Tier 3

Reparation 1/1

Stalwart Citadel 3/3

* Tier 4

none

* Tier 5

Commitment 5/5

Summary

This makes the Battlepriest a good balanced melee cleric build in Rift with Battle Charge for melee from the Shaman soul, enough healing from the Sentinel soul, and a good balance of damage and melee from the Justicar soul.