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.

Mage DPS Build – Darkness Beyond Twilight

Mage DPS Build – Darkness Beyond Twilight

The primary job of mages, in most groups, is damage.  The amount of damage, and the number of targets, will vary greatly from mage to mage, but the Necromancer and Warlock souls excel at damage to enemies, while able to recover both health and mana for themselves.

Warlock – Necromancer – Archon

Warlock – 34 Points

Tier One:

Improved Void Bolt – 3 (Reduced casting time for Void Bolt)

Improved Life Leech – 3 (Increased Damage and amount healed)

Tier Two:

Lingering Pain – 2 (Void Bolt refreshes Life Leech)

Opportunity – 5 (10% chance to reduce a spell casting time to instant)

Tier Three:

Neddra’s Influence – 3 (Increases Damage over Time spell damage)

Draining Bolt – 1 (Instant cast life tap)

Tier Four:

Potency – 5 (Increase spell critical hit chance by 5%)

Tier Five:

Dark Power – 5 (Increase spell damage by 10%)

Tier Six:

Radiate Death – 1 (Dark Touch affects multiple targets)

Improved Warlock Armor – 5 (Increases damage you deal by 10%)

Tier Seven:

Neddra’s Essence – 1 (Reduces Damage by 80% for 7 seconds)

Necromancer – 32 Points

Tier One:

Death’s Ally – 5 (Increases damage from Death based abilities for mage and pet)

Tier Two:

Fresh Graves – 5 (Increases pet damage, decreases pet damage taken)

Tier Three:

Grave Rot – 1 (Death damage AOE)

Symbiote – 4 (Increased healing from Essence Link)

Tier Four:

Soul Purge – 1 (Channeled Lifetap, healing mage and pet)

Detonate Bones – 3 (Pet explodes upon death)

Life Bane – 5 (Increased pet damage)

Tier Five:

Ancient Tomb – 1 (Improved pets and pets take less from AOE)

Master Chirurgeon – 5 (Increase pet health by 50%)

Tier Six:

Empty the Crypts – 1 (Summons 5 pets for 20 seconds)

Tier Seven:

Lich Form – 1 (Increased mana regeneration, increased damage, increased pet damage)

 

Archon – 0 Points

Archon, even with zero points, provides two benefits.  First, Searing Vitality provides a DoT for the mage to improve Endurance by 50.  Second, Pillaging Stone improves Strength, Dexterity, Intelligence, and Wisdom by 40.

 

Summary

With this build, you have several options for pets to hold agro or provide additional damage. You also have a plethora of Damage over Time spells (DoTs) to wear opponents down quickly.  Further, you have three devastating Area of Effect spells that destroy multiple targets.  Lastly, you have a significant number of ways to restore your health and mana.

Special Note:  This build has been one of the most effective in the Warfronts from a PVE player.  The various AoE spells make it impossible for opponents to pick up the fang in the Black Garden, or affect points in Codex.

Dakness Beyond Twilight has shown itself as a nasty solo, group, or pvp mage DPS build.

Mage Support Build – Hierophant

Mage Support Build – Hierophant

Mages are frequently called upon to support the party, through crowd control, buffs, secondary heals, or other effects, and a true mage is capable of providing all of these benefits when needed.  For that purpose, the power of our ancestors has been rediscovered and is being utilized to help our allies in struggles against the minions of the dragons.

Primary Soul: Dominator

Secondary Soul: Chloromancer

Tertiary Soul: Archon

Dominator: 29 points

Tier One:

Efficient Control: 5 (Reduces mana cost and resistance rate of crowd control spells)

Tier Two:

Acumen: 5 (Increases Intelligence by 10%)

Tier Three:

Controlled Opportunity: 5 (Increases damage taken by crowd controlled targets)

Improved Mana Wrench: 3 (Increased damage dealt, energy drained, and mana recovered)

Tier Four:

Quicken Form: 1 (Reduces casting time of Transmogrify to instant)

Transference: 1 (Reduces enemy charge, mana, energy, or power and does damage based on amount drained)

Tier Five:

Iron Will: 5 (Significantly improves mana regeneration while Overpowering Will is active)

Reflective Presence: 1 (Provides a 60% chance that spells are reflected back on enemies)

Tier Six:

Split Personality: 1 (Creates 3 shades that bombard the mages enemies)

Splintered Mind: 2 (Reduces the casting time of Split Personality, and its cooldown time)

 

Chloromancer: 19 Points

Tier One:

Natural Awareness: 5 (Increases Intelligence by 25% for 6 seconds after any life spell is cast)

Tier Two:

Bloom: 1 (Single Target heal)

Healing Slipstream: 2 (Reduces casting time of Bloom and Flourish to Instant)

Empowered Veil: 3 (Improves Entropic Veil Damage and Lifegiving Veil’s healing)

Tier Three:

Phytogenesis: 3 (Improves Radiant Spores heal percent, and will affect multiple targets)

Synthesis: 1 (Improves healing on one target, useful on main tank)

Tier Four:

Nature’s Touch 1 (Damaging attack that heals the Synthesis target)

Call of Spring 3 (Increases the amount of healing spells and effects)

 

Archon – 18 Points

Tier One:

Blood Pact – 2 (Improves group endurance buff)

Favored Ally – 3 (Increases radius of buff auras and reduces casting time to instant)

Tier Two:

Strength of Stone – 3 (Increases stats from pillaging stone)

Exhilaration – 5 (Returns mana on a spell critical hit)

Tier Three:

Leeching Flames – 1 (Does damage to an enemy while returning mana to mage)

Martyr’s Solace – 3 (Increases damage absorbed by Consuming Flames)

Tier Four:

Rock Slide – 1 (Damage over time that increases intelligence of the mage)

 

Summary

This particular mage build focuses heavily on healing, crowd control, buffing, and shielding allies.  However, it is not lacking on damage output either.  Due to all three of these souls, a mage can drastically boost his intelligence and therefore his Spell Power and Spell Crit ratings.  This provides the Hierophant exceptional support ability and damage as a mage build.

Rift Mage Build – Scorched Earth

Rift Mage Build – Scorched Earth

I personally love playing mages in fantasy games. And there are many different ways to play a mage in Rift. I have played a variety of mage builds in Beta, but the one I found to be the most effective from a combat standpoint is the AOE devastating caster build I list here. Again, I play with emphasis on PVE, but it is quite effective in that realm.

Key Features:

Pet for tanking or added damage (earth and air respectively)

Excellent elemental damage from both Elementalist and Stormcaller

Improved critical damage to spells, especially air/lightning from both Elementalist and Stormcaller

Mana regeneration from Elementalist

Healing from Chloromancer

Core Class: Elementalist

Secondary Class: Stormcaller

Tertiary Class: Chloromancer

Elementalist: 39 Total

Biting Cold – 5 points

Ice Shield – 1 point

Elemental Link – 5 points

Ashen Armor – 3 points

Exposure – 1 point

Weathered – 5 points

Improved Quicken Elements – 2 points

Greater Elemental Affinity – 1 point

Force of Nature – 5 points

Fiery Assault – 1 point

Synergize – 1 point

Tempest – 3 points

Planar Expansion – 5 points

Intensify Elements – 1 point

Stormcaller: 17

High Voltage – 5

Cold Weather Training – 5

Lightning Mastery – 5

Shell Shock – 2

Chloromancer: 10

Natural Awareness – 5

Bloom – 1

Healing Slipstream – 2

Empowered Veil – 2

Combat with this style of mage will change depending on if you are attacking single mobs or groups. Against Solo Mobs:

Radiant Spores

Ignite

Lightning Strike

Thunderbolt (3 times) or Raging Storm

Cloudburst (repeatedly)

Against Multiple mobs:

Radiant Spores

Burning Ground

Forked Lightning (3 times)

Lightning Field (repeatedly)

Fiery Assualt (as desired)

Questions, queries, comments, and criticisms are all welcome at Contact Lord Rcane

Rcane on Estrael

Flue on Estrael

Rift Mage Callings… can you say Kaboom!

Rift Mage Callings, using the powers of the arcane to blast evil into oblivion.

I must admit, I am very biased when it comes to mages. I have played mage classes in every online game dating back to 1999 (Enchanter in EverQuest, wizard in DDO, even a magical controller in City of Heroes). With a name like Lord Rcane, that should be fairly obvious. So I have been watching Trion and how they have designed the mages for quite some time. Rcane likey!

As with all other classes, using the soul trees can create some phenomenal combinations that are a lot of fun. At the moment, Trion has announced five mage souls that will be in Rift when it launches (and more to be announced at a later point). These souls are Elementalist, Warlock, Pyromancer, Stormcaller, and Archon. As I have done with other classes, the benefits and disadvantages of each will be listed off of the riftgame.com website.

Elementalist

Strengths

The will of an Elementalist is so powerful that it allows the mage to manifest the elements and bind them to physical form, ripping them from the planes and using them as allies in battle. Each elemental has its own strengths and weaknesses, making the Elementalist a flexible and potent force on the field of battle.

Weaknesses

Their greatest strength is also their greatest weakness, for an Elementalist without their summoned minions is just a frail scholar with minor magic at their disposal.

Warlock

Strengths

Warlocks specialize in destructive curses that eat away at an opponent’s body and soul. A Warlock is capable of rapidly spreading their blight across the battlefield, or focusing all of their entropic power to eradicate a single target in mere moments.

Weaknesses

Warlocks can cast their lethal curses with but a word, but like death itself, they are slow and inexorable. This gives enemies a small window of opportunity to overcome them with a rapid and brutal assault.

Pyromancer

Strengths

Pyromancers keep their enemies at bay with well-placed fire spells, until they can be immolated at the Pyromancer’s leisure.

Weaknesses

Pyromancers excel at roasting their enemies from afar, and so must be wary of foes able to charge into melee quickly or defend themselves against searing flames.

Stormcaller

Strengths

Stormcallers weave Air and Water magic together, their spells reaching heights of devastation in concert they could not achieve individually.

Weaknesses

Just as a storm cannot be wind or rain alone, the Stormcaller must combine spells to reach peak devastation. They thus take longer to warm up than other mages and are vulnerable to foes who know how to interrupt their rotation.

Archon

Strengths

Archons draw upon an enemy’s strength to empower their friends and unleash potent spells, helping their allies face down seemingly insurmountable odds.

Weaknesses

An Archon is weakest when caught between transfers. Having expended their own life force to gain access to their enemy’s, they must feed on the energy of others to regain strength. During this time a strategic assault can quickly overcome the Archon’s meager defenses.

Summary:

With the classes currently announced, it appears we have a pet class, a DoT class, a burn class (pun intended), a class that controls massive storms, and a buff/debuff class. With the mixing and matching of possibilities, having up to 3 souls being used in various levels of power at any given time, a player can truly set up a unique spell/skill set that gives them what they want.

In Telara, Rift Mage Callings are extremely powerful offensively, and with other souls not yet announced, we must wait patiently to see their full potential.

Soul Trees described in detail

What is a SOUL TREE?

Critical to any MMORPG game, is of course the character.

In the beginning, a player would choose one character class and advance through the defined skill set of that character class. This holds true for table-top gaming, such as earlier editions of Dungeons and Dragons; but it also holds true for early MMORPGs, such as EverQuest.

As things evolved, some games would allow you choices within your main character class, such as having the enemy resist your ice spells less often, or have your fire spells do more damage. This allowed some variety, but in many cases, the choices available were only small variations on a particular style. In essence, a Wizard was still a Wizard, and they progressed as a Wizard with very little differentiating Wizard Bob from Wizard Joe.

Enter Trion. With the upcoming game Rift: Planes of Telara, players will choose a specific calling, which in effect is a party role. Currently announced, these callings are Warrior, Cleric, Mage, and Rogue. So far this sounds kind of familiar, right? Hold on a second!

Within each calling your character can have several different souls (classes). Up to three souls may be chosen per character, and they may be changed, replaced by other souls, and advanced as uniquely as the player wishes that character to advance.

For example, I wish to make a good solid Warrior character; we shall call him Clyde. There are four announced souls (and more to warrior soul treecome), these are Champion, Reaver, Paladin, and Warlord. Clyde can eventually have say Champion, Reaver, and Warlord for example. And as I advance, I choose how far up each soul tree I advance, by spending soul points on that soul tree. I want Clyde to be half Champion and half Reaver, I spend those points evenly. If I want 75% Champion, 10% Reaver, 15% Warlord, I can spend my points in that fashion.

This means that every character, unless they specifically choose to mimic another character’s soul trees, will be entirely unique. Even those who select the same three souls (such as Champion, Reaver, and Warlord) will have spent their soul points upgrading their character differently and focusing on what they want in their Warrior.

For more information and great detail on how the Soul Tree system will work, check out Riftgame.com, the official site.