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:



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.



Regular Dungeon: 0

Tier 1: 50

Tier 2: 100



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.

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


* Tier 5

Commitment 5/5


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.

Warrior Tank Build – Crusader

Warrior Tank Build – Crusader

We here at Lordrcane.com are always in pursuit of other builds to keep the game flexible and enjoyable.  This particular build is very similar in function to the Battle Turtle build that was posted here, prior to the update 1.1 changes.

Primary Soul: Paladin

Secondary Soul: Warlord

Tertiary Soul: Champion


Paladin Abilities From 1 (36 points)

Stalwart Shield – 5 (10% block)

Shield of the Hero – 1 (5% Block 5% to hit)

Defender – 4 (8% armor)

Martial Shield – 1 (25% chance to get an attack point on block)

Defender – 1 more point, 5th total (10% armor)

Graceful Under Pressure – 3 (9% to hit)

Vengeful Wrath – 3 (30% more damage from reactive attacks)

Unyielding Defense – 2 ((8% less damage from blocks)

Balance of Power – 3 (160% weapon damage back from blocks)

Karmic Resolution – 2 (heal 30% of the damage from Reprisal and Disarming Counter Blow)

Tip the Balance – 2 (heal 100% of damage from Balance of Power)

Unyielding Defense – 3 more points (total of 5) (20% less damage from blocks)

Paladin’s Reprisal – 1 (AOE Reactive attack)

Aggressive Guardian – 2 (20% more Threat)

Hardened Will – 3 (9% less damage from spells)


Warlord from 3rd level (28 Points)

Powerful Countenance 5 (10% more armor)

Defensive Experience 5 (5% more block)

Dramatic Presence 5 (Improves the effect of your Aspects by 50%)

That Which Doesn’t Kill Me 5 (Recover 25% of critical hit damage)

Enhanced Dodge 5 (5% more dodge – every little bit helps)

Rapid Recovery 3 (when you block you regain 10 energy)


Champion (2 Points)

Titan’s Strength – 2 (4% extra strength)

Champion provides a more damaging finisher than either Paladin or Warlord.



With the added benefits to armor from Warlord and Paladin, the added block from Warlord and Paladin (as well as the additional strength from Champion adding to block), and the healing and energy regeneration from blocking, this build is very durable.  Our tank specialist, Felgar, is currently seeing a block percentage of 41.88% (shield of the chosen up, 51.88% after aggressive block) and damage reduction of ~58% on a block, including unyielding defense.  Currently, he is 48th level and not raid geared.  In the Crusader warrior tank build, he is able to gain and maintain agro off several elites at one time, and is easily healed by our cleric.

Rift Warrior Build – Blade Master

Rift Warrior Build – Blade Master

Although some prefer a more defensive tank, such as the Battle Turtle. Some of us like a more offensive role in combat. That said, a warrior must have a way of dealing with monsters swinging at her, either blocking, dodging, or parrying the enemies attacks.

The Blade Master build focuses on damage, and on parrying enemy attacks. As such, it lacks the shield that the Battle Turtle had. Our estimations put the Blade Master as having the ability to Parry roughly 40% of all enemy attacks, with the ability to burst parry to essentially untouchable for 10 seconds at a time. Additionally, they riposte damage on when they parry, and they have a full line of finishing moves that, although used in rotation, provide significant damage or defensive abilities.

Mixing Paragon with Riftblade adds a lot to Parry and adds damage via the elemental attacks of the Riftblade. Likewise Warlord adds to Dodge and Armor Class, which help with the areas a Blade Master may encounter problems with.

Paragon – 51 Points

Starting at 1st Level

Tier One

Duality of Mind – 5

Combat Precision – 5

Tier Two

Teaching of the Five Rings – 5

Double Jeopardy – 3

Predictable Movements – 1

Tier Three

Grace of the Five Rings – 3

Weapon Master – 5

Wrist Strike – 1

Tier Four

Serenity – 3

Flowing Strikes – 5

Path of the Tempest – 1

Tier Five

Bend Like The Reed – 1

Deadly Grace – 3

Run Like The Wind – 2

Tier Six

Force of Will – 3

Improved Flowing Strikes – 2

Touch of Tranquility – 1

Tier Seven

Death Touch – 1

RiftBlade – 8 Points

Starting at 3rd Level

Tier One

Elemental Flux – 5

Tier Two

Elemental Deflection – 3

Warlord – 7 Points

Starting at 27th Level

Tier One

Powerful Countenance – 5

Tier Two

Enhanced Dodge – 2

The Blade Master does significantly more damage than the Battle Turtle, but is not designed to take as much abuse. With the parry and dodge abilities, this should make a huge difference in fighting most enemies in PVE.

As always, email me if you have any questions. And we hope you like our Rift Warrior Build – Blade Master.

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


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

Warrior Tank Build – Battle Turtle

Warrior Tank Build – Battle Turtle

All players have different style and enjoy different things from Rift. One of my good friends loves playing tanks that can be abused and keep on hurting you. This particular build is keyed very heavily on defense, especially AC and block. It is designed to tank single or multiple mobs, and draw hate (or agro) from everything nearby. Many thanks to Felgar for his work on this!

Primary Soul: Paladin

Secondary Soul: Reaver

Third Soul: Warlord

Paladin Abilities From 1 (35 points)

  • Stalwart Shield 5 (10% block)
  • Shield of the Hero 1 (5% Block 5% to hit)
  • Defender 4 (8% armor)
  • Martial Shield 1 (25% chance to get an attack point on block)
  • Defender 5 (10% armor)
  • Graceful Under Pressure 3 (9% to hit)
  • Vengeful Wrath 3 (30% more damage from reactive attacks)
  • Unyielding Defense 2 ((8% less damage from blocks)
  • Balance of Power 3 (160% weapon damage back from blocks)
  • Karmic Resolution 2 (heal 30% of the damage from Reprisal and Disarming Counter Blow)
  • Tip the Balance 2 (heal 100% of damage from Balance of Power)
  • Unyielding Defense 5 (20% less damage from blocks)
  • Paladin’s Reprisal 1 (AOE Reactive attack)
  • Aggressive Guardian 2 (20% more Threat)
  • Hardened Will 2 (6% less damage from spells)

Warlord Abilities from 1 (10 Points)

  • Powerful Countenance 5 (10% armor)
  • Defensive Experience 5 (5% block)

Reaver Abilities from 36 (21 Total)

  • Power in the Blood 5 (20% less damage when below 30% health)
  • Imbued Armor 5 (5% less damage)
  • Soul Feast 1 (Heal with Soul Sickness)
  • Ethereal Bond 3 (Soul Sickness costs 15 less power)
  • Shadow of Dread 1 (8 second Fear)
  • Grisly Works 3 (Heal 9% max health if you land the killing blow on an enemy)
  • Crest Mastery 3 (9% Less spell damage with Crest of the Abyss)

Most of what Felgar and I do are PVE again, so that is the focus of this build. We have not tried it in PVP. It is also important to note that this build works best against physical attacks instead of magical attacks, but it does have some protection from Magical foes.

As always, let me know if you have any questions and I will track down answers for you.


Or in game:

Rcane on Estrael

Flue on Estrael

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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.


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


Rift Beta Three Summary – All Out WAR!

Rift Beta Three Summary- The gloves come off!

Beta 3: 12/28/2010-12/31/2010

Rift Beta Three was the first major push for a few different things from Trion in regards to the upcoming title Rift. This was the first beta I personally participated in, and it will not be the last. Remember, Pre-ordering Rift at this point guarantees access to Beta events until the pre-launch party on February 24th.

The first thing my wife and I noticed were the sheer number of servers that Trion was utilizing as part of the Beta process. There were servers geared toward PVP and servers geared toward PVE play. There were also role-playing servers of both varieties.

This was the first time in the Beta process that both Defiant and Guardians existed, and in limited areas. Specifically, Silverwood and Freemarch were available, and Defiants could come invade Silverwood and vice versa. On a PVP server, this would have led to a lot of combat between the two factions, perfect if you like PVP.

On the PVE server where my wife and I played, you could still engage the enemy force, with a quick switch to PVP if you decided to, however if you left your PVP flag off, you were all but immune to the enemy forces.

This meant that each player had the option of whether to participate in PVP combat and to what extent and how frequently. It provides a lot of flexibility to each player choosing their own game. I like and respect that.

Along with the PVP combat options, Trion also had a lot of invasion capabilities to adjust and show off. Early in the Beta, there were swarms of invaders from the other planes attacking Telara en masse. When an invasion is sent forth from one of the planes, such as Fire or Life, they are usually composed of a leader and four followers per invasion force. This “squad” heads directly to a specific objective, which is a foothold either held by the Guardians (in Silverwood) or even a foothold by another plane (if Life had conquered the area, and Fire wanted it). To defeat the invasion, players need to eliminate the leader of the invasion.

Now, imagine, three invasion forces coming, from different planes, toward the same objective. Enemies from differing planes are enemies of each other. For example, my wife and I were at a location called Marsh House, when three invasions attacked. Fortunately, we were not alone in our efforts to defend our beloved Guardian outpost. Standing beside us were about ten other Guardian players, of all callings, ready to defend the outpost as well. Fifteen enemy invaders were defeated by twelve valiant Guardians.

The rifts and invasions, along with the footholds they establish, form a very unique and challenging aspect to the standard MMOs we have all become familiar with. Beta Four summary is coming soon, and Beta Five starts 1/25/2011.

Hopefully, you have enjoyed our Rift Beta Three Summary, and we will see ya in Telara!