Spy on your friend’s abilities and loot in The Secret World

The Secret World Leonne Silvertear

If the world wasn’t so dark… a bit overexposed.

Ever wonder if that noob you just killed in The Fusang Project had any decent skills in their character build?  Or perhaps you are a cabal leader looking to recruit some peeps?  Funcom has just given us quite a tool to spy on people’s abilities for their MMORPG The Secret World.  They call it the Chronicle.  [Read more…]

Pre-Load Star Wars: The Old Republic Now!

I think this is an amazing move.  In order to lighten the load on the servers at launch, EA & Bioware have enabled downloading the program for Star Wars: The Old Republic (SWTOR) now!  Have you pre-ordered?

Early Game Access* for Star Wars™: The Old Republic™ is only a few days away! Starting December 13, 2011, The Old Republic will begin emailing invitations to start your Early Game Access. Invitations will be sent throughout the Early Game Access period offering rolling access to the game in the order in which you redeemed your Pre-Order Code, so be sure to check your email inbox!

To ensure that players can get into the game as quickly as possible when their Early Game Access begins, we are now allowing everyone who has redeemed a Pre-Order Code at our Code Redemption Center to pre-load the game to their computer.

In order to download the game client before Early Game Access begins, you need have already logged into your account and redeemed your Pre-Order Code. Once you have done this, you can download the game client by clicking on “My Account” in the upper-right of the window and then click “Pre-Order.” On your Pre-Order page, click the large button that says “Download Game Client” to begin download of the game!

If you participated in our recent Beta Testing Weekend between November 25th and 28th and still have the game client installed, you will be able to patch this client instead of re-installing by simply launching your client, logging in and allowing the download to complete. If you did not participate in the November 25th – 28th Beta Weekend, first uninstall the Game Testing Client and then re-install to ensure your game client will function correctly during Early Game Access.

Learn more about how to get ready for Early Game Access!

If you haven’t pre-ordered Star Wars: The Old Republic yet, you still have time. Visit our Pre-Order Page, secure your copy of the game and redeem your Pre-Order Code at the Code Redemption Center to pre-load the client and qualify for Early Game Access.

If you have any issues installing or patching the game client for The Old Republic, check visit the Customer Service Support section for information and assistance.

*Customers who redeem their Pre-Order Code at the Code Redemption Center prior to launch will be able to pre-load the Star Wars: The Old Republic Game Client before the official Game launch. Pre-loading the Game does not grant you access to the Game. Pre-Ordering the Game only allows you access to the Early Game Access period and your Color Crystal. Early Game Access may be up to 7 days. The length of your Early Game Access depends on the date and order in which you redeemed your Pre-Order Code. In order to continue playing the Game after the Early Game Access period, you must redeem your official Game Product Registration Code at the Code Redemption Center.

Rift LFG Tool – How to Get Groups

Rift LFG Tool – How to Get Groups

The key to finding groups in Rift is based on the four roles available. Each role has different requirements, but all are needed in a complete group. Specifically, each group is made of 2 DPS, 1 Utility, 1 Tank, and 1 Healer. The key then, is to be capable of filling as many of these positions as possible. This is done by choosing souls, in additional roles, that fill these gaps.

DPS – Damage Per Second

Damage per second is the most needed, but also the most plentiful, of all the roles. They key requirement to the DPS role is either Hit for warriors or rogues, or Focus for mages or clerics. Melee clerics, such as Justicars, Shamans, and Druids have an ability that allows Focus to be used as Hit. The Hit/Focus requirements, as per the LFG tool, are as listed below:

 

Hit/Focus

Regular Dungeon: 0

Tier 1: 50

Tier 2: 100

 

Healer – Keeping the Party Alive

Critical to every party is the role of healer. In dungeons, and especially against bosses, the job of healer can be stressful and rewarding. As a good healer, though, you will be one of two keys to any group. Unlike the other roles, however, this one does not have specific requirements with Focus, Hit, or Toughness.

 

Tank – Front Line of Defense

The other critical role of every party is the tank. A tank stands between the other party members and the danger of the monsters and mobs throughout the dungeon. There are several methods they use, some use dodge, others focus on block and parry, but their goal is to keep at the top of the hate list for each monster, and to stay alive long enough to kill the monster. Toughness is the key attribute for a tank role in dungeons, as it cuts down on the critical damage that monsters can deal. Hit (or Focus for Justicars) is also required to help do damage and maintain agro.

 

Toughness and Hit/Focus

Regular Dungeon: 0

Tier 1: 50

Tier 2: 100

 

Utility – The Non-Specialists

The last role is that of Utility. This position provides a lot of different things to a party from buffs to healing, and damage when required. To assist in their damage capacity, either Hit or Focus is expected.

 

Hit/Focus

Regular Dungeon: 0

Tier 1: 50

Tier 2: 100

 

Summary

Roles make up the groups in Rift, in normal dungeons, expert dungeons, and raids. All roles are needed, and the ability to fill multiple roles makes it that much easier to find a group. The LFG tool focuses on these roles, filling each position, and therefore the variation of these roles is how to get groups in 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.

Laethys – The Golden Queen

Laethys – The Golden Queen

In the depths beneath the deserts of Shimmersand, the Golden Queen lies imprisoned.  In the darkness, beneath the prison known as the Flat Yard, some of the highest ranking priests of Laethys have assembled.  A man in a black cloak rises before the masses, immediately commanding the attention of all present.

The cloaked figure begins to speak, “My friends and fellow members of the Golden Maw, I welcome you.  Tonight is a glorious night!  I have found a way to return our Queen to us, and bring about the fall of Telara.  As my ancestors, the great Princes of Eth, were once able to control the bindings of the planes, so shall I.”

“We have heard all this before, Hazeed,” one man interrupts loudly.  “Where is the proof of your claim?”

Hazeed holds up a strangely shaped dagger.  “Here!  Here is the proof you seek!  The dagger Raz’ahan, held by the Ethian Princes for many years, will allow me to break the bindings of our Queen!”

Murmurs erupt within the crowd.  “You speak madness!  Surely freeing our Queen is not that easy,” another voice shouts.  “Can anyone verify the words of this madman?” another voice shouts.

Silence fills the gathering hall.  Many of the cultists stand and leave.  Only a handful remain in the room.  Hazeed turns and looks at the few remaining, then smiles.  “My Queen only said I need tell them; she did not say I needed to convince the fools.  More reward for us!  Now, we must move quickly to assemble the device.  Slither, I place you in command of the Flat Yard.  The secrecy of the device must be kept.”

“Now, I also need the blood of a pure ascended to power the device.  Is there not one in Fortune’s Shore?  I wonder if Tam Daggerborne is really as pure as he claims……”

His thoughts turn inward, as he sets his plans in motion to free Laethys, the Golden Queen.

 

 

 

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.

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.

Quicksilver College Quartermaster Goods

Quicksilver College Quartermaster Goods

At Quicksilver College, in Argent Glade, Quartermaster Molira stands ready to provide unique goods to those who have proven themselves friends of the Quicksilver College.  Here are the items offered by Molira, and their requirements and cost.

Recipe: Hunting Bow

Cost: 60 gold

Requires: Weaponsmith 50

Requires: Quicksilver Scholars: Friendly

Creates:

Hunting Bow

Ranged

Damage Per Second 9.8

18-33 Damage every 2.6 seconds

30 meter range

Strength +5

Dexterity +8

Requires: Level 17

Calling: Warrior, Rogue

Recipe: Keys to the Library

Cost: 60 gold

Requires: Artificer 50

Requires: Quicksilver Scholars: Friendly

Creates:

Keys to the Library

Neck

Strength +3

Dexterity +7

Parry +2

Dodge +2

Requires Level: 17

Recipe: Overseer’s Aegis

Cost: 60 gold

Requires: Armorsmith 60

Requires: Quicksilver Scholars: Friendly

Creates:

Overseer’s Aegis

Off Hand (Shield)

Armor: 792

Strength + 7

Endurance + 5

Physical Crit +5

Requires Level 17

 

Blessed Tome

Cost: 65 Gold, 90 Silver

Requires: Quicksilver Scholars: Decorated

Trinket

Absorbs up to 150 damage, lasts 30 seconds

Requires Level 13

 

Silverwood Abbot’s Rune

Cost: 20 gold

Requires: Quicksilver Scholars: Decorated

Rune, Belt, Wisdom +3

Requires: Level 16

 

Silverwood Vizier’s Rune

Cost: 20 gold

Requires: Quicksilver Scholars: Decorated

Rune, Belt, Intelligence +3

Requires: Level 16

 

Silverwood Acrobat’s Rune

Costs: 20 Gold

Requires: Quicksilver Scholars: Decorated

Rune, Belt, Dexterity +3

Requires: Level 16

 

Silverwood Brawler’s Rune

Cost: 20 gold

Requires: Quicksilver Scholars: Decorated

Rune, Belt, Strength +3

Requires: Level 16

 

Recipe: Scholar’s Dagger

Cost: 67 Gold

Requires: Weaponsmith 60

Requires: Quicksilver Scholars: Decorated

Creates:

Scholar’s Dagger

One Hand Dagger

Damage Per Second 8.1

10-19 Damage every 1.8 Seconds

Strength +2

Dexterity + 9

Endurance +1

Physical Crit +5

Requires Level 18

 

Quicksilver Dirk

Cost: 47 gold

Requires: Quicksilver Scholars: Honored

One Hand Dagger

Damage Per Second 8.9

11-21 Damage every 1.8 seconds

Strength +5

Dexterity +7

Attack Power +4

Requires Level 19

 

Quicksilver Hammer

Cost: 47 gold

Requires: Quicksilver Scholars: Honored

Main Hand Mace

Damage Per Second: 7.0

13-25 Damage every 2.7 seconds

Intelligence +5

Wisdom +7

Spell Power +69

Spell Critical +8

Requires Level 19

Callings: Warrior, Cleric, Rogue

 

Quicksilver Spear

Cost: 47 gold

Requires: Quicksilver Scholars: Honored

Two Handed Polearm

Damage Per Second: 11.8

25-46 Damage every 3.0 seconds

Strength +13

Dexterity +10

Attack Power +7

Requires Level 19

Calling: Warrior

 

Scholar’s Rod

Cost: 47 gold

Requires: Quicksilver Scholars: Honored

Two Handed Staff

Damage Per Second: 9.5

20-37 damage every 3.0 seconds

Intelligence +14

Wisdom +10

Spell Power + 137

Spell Critical Hit +11

Requires: Level 19

Callings: Cleric, Mage

 

Horses

Cost: 125 platinum

Requires: Quicksilver Scholars: Honored

Colors:

Copper

Silver

Gold

Platinum

Level 50 horses, with movement speed increases of 110%, are purchasable just south of Argent Glade.

 

These are all the goods available from the Quicksilver College Quartermaster, and the Mount vendor Reynora Skye.