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 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 Ranged DPS Build – Master of Beast and Bow

Rift Ranged DPS Build – Master of Beast and Bow

Greetings Adventurers!  Today we have another build, straight from the war against the rifts.  This Ranged DPS build is heavily based on ranger and relies on the Ranger pet for tanking while soloing or extra dps while in a group.

Ranger 39/Bladedancer 18/Assassin 9

Ranger: 39 points

Eagle Eye 5 – +5% Critical
Improved Quick Shot 3 – 30% bleed damage from Quick Shot
Killing Focus 2 – 4% more Ranged Damage
Blood Rage 3 – Your pet does 15% more damage when the target is bleeding
Bestial Fury 2 – You and your pet do 5% more damage after finishing with Head Shot
Double Shot 5 – 50% chance to shoot twice with auto attacks
Hail of Arrows 1 – One of the Best targeted AoE’s in the game
King of the Jungle 1 – Various improvements to your pet’s damage and durability
Prey on the Weak 3 – You do 15% more damage for 20 seconds after your pet crits
Hasten Call 1 – Call your pet instantly every 2 minutes, a real butt saver
Master Huntsman 5 – Various pet improvements
Call: Blood Raptor 1 – A very good DPS pet terrible at tanking though use in groups
Enduring 5 – 5% more health for you 25% more health for your pet
Trick Shot 1 – Useful when you don’t want to get agro on everything in the area
Improved Trick Shot 1 – More combo points = more damage

Bladedancer: 18 points

Combat Expertise 5 – 5% better chance to hit, if you don’t hit you do no damage
Blade Finesse 5 – 50% More damage with your auto attacks
Ambidextrous 5 – 15% more Dex = more crits and attack power
Combat Culmination 3 – Even more crit and other stuff

Assassin: 9 points

Ruthlessness 5 – 5% more crit chance
Murderous Intent 2 – 4% more physical damage
Serrated Blades 2 – More damage from melee attacks (ok you won’t use it much but you really want the
second poison)

 

As you can see, the focus of the build is pets, and all the physical damage you can toss at a mob.  Emphasis on physical crit helps the consistency of critical hits and therefore high dps.  We hope the Ranged DPS Build – Master of Beast and Bow for Rift.

Rift Ranged DPS Build, Markman – Death from Above

Rift Ranged DPS Build, Marksman – Death from Above

 

This is the first of a few different PVE Ranged DPS Builds that we are working on. The Marksman is my preferred method, but there are other focuses that will be revealed at a future date.

 

Marksman – 32 Total

Ranger – 24 Total

Various – 10 Total (Assassin, Riftstalker, or Saboteur)

 

Marksman – 32

From Level 1

Tier 1

Single Minded Focus – 5

Tier 2

Sharpshooter – 3

Increased Fire Power – 5

Tier 3

Penetrating Shot – 5

Tier 4

Master Archer – 5

Tier 5

Killer Instinct – 3

Sniper Training – 2

Tier 6

Crossfire – 1

Collateral Damage – 2

Tier 7

Strafe – 1

 

Ranger – 24

From Level 3

Tier 1

Eagle Eye – 5

Tier 2

Killing Focus – 2

Improved Quick Shot – 3

Tier 3

Bestial Fury – 2

Blood Rage – 3

Tier 4

Doubleshot – 2

Opportunity – 3

Tier 5

Rain of Arrows – 1

Prey on the Weak – 3

 

Option 1 – Assassin – 10

From Level 43

Tier 1

Ruthlessness – 5

Tier 2

Cloak and Dagger – 3

Murderous Intent – 2

 

Option 2 – Riftstalker

From Level 43

Tier 1

Unseen Fury – 5

Toughened Soul – 5

 

Option 3 – Saboteur

From Level 43

Tier 1

Nimble Fingers – 5

Tier 2

Barbed Trap – 1

Remote Clipping – 2

 

As you can see, we have many options to finish up this build. Assassin adds extra damage and poisons, Riftstalker gives more attack power and armor class, and Saboteur provides additional means of damaging an enemy.

We hope these suggestions for Ranged DPS builds in Rift help inspire you to yet another way to enjoy the game.

 

Now a Word from our Sponsor of Rift Ranged DPS build…


rift leveling guide

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.

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.