***Official Rift Planes of Telara Thread***

I'll probably stick with the Defiants anyway.

Oh, what would you say is the best leveling spec for a Cleric, bearing in mind I want to steamroll everything at a decent pace and not get stuck on 'hard' quests.

I've used a mostly Shaman build to get me to 50, I have 11 points in Justicar and some in Druid with the majority in Shaman and haven't struggled at all on the way to 50.

I heal in dungeons and warfronts, my shaman build is purely for questing/levelling.
 
Well yesterday I had a good long session ;) and the LFG tool worked on at least 4 occasions :) yippee

I really like the invasion and rifts it can be annoying if you Quest Hub is over run by higher mobs but 2-3 people can soon sort it out.
 
Well Im level 25 at the moment and just popping into Scarlet Gorge after clearing out the last 2 zones! Loving the Bladedancer/Assasin combo but not sure if I'll stay Riftstalker for my last slot or not....

My only complaint so far as those bloody wardstones being over run ON quest mobs/ hand-ins. Nothing but a total PITA

- Pea0n
 
Riftstalker adds an extra bit of stability to the character. I think end game it can be removed from a pure DPS build but for leveling I think it will be very handy.

Rift Disturbance adds a lot to your AoE DPS
Shadow Shift to get away from nastys
Rift Scavenger for to help minimise downtime.
 
Riftstalker adds an extra bit of stability to the character. I think end game it can be removed from a pure DPS build but for leveling I think it will be very handy.

Rift Disturbance adds a lot to your AoE DPS
Shadow Shift to get away from nastys
Rift Scavenger for to help minimise downtime.

I'm using a Riftstalker, Bladedancer and Assassin to level my rogue. I’m taking on mobs 2 levels above, plus I can take on at least 3 mobs the same lvl.

Here is the build

http://www.riftbase.com/calc#_2x131i1y28x3c94u890y40vhutx70y212h

(I can’t access Zam at work!)
 
Is there a way of getting past the tedious grind to get geared for raids other than spending 3 months doing the same 5 ezmode pointless crap dungeons over and over and over and zzZZzzzZZzzzzz?

Patch 1.2 is a disaster to progress and steady gearing. I've just come back to the game after taking a month break and I'm wishing I hadn't bothered :(
 
Is there a way of getting past the tedious grind to get geared for raids other than spending 3 months doing the same 5 ezmode pointless crap dungeons over and over and over and zzZZzzzZZzzzzz?

Patch 1.2 is a disaster to progress and steady gearing. I've just come back to the game after taking a month break and I'm wishing I hadn't bothered :(

It's the only way to get better gear but doing the T2 dungeons to get the drops and plaques for gear.

1.2 was the best thing for the game. They sorted out many class issues(still think they can do a bit more) level 50 expert dungeons are so much quicker to get done now. A good group can get through a dungeon in 40min.
 
Hey peeps.

I've been playing Rift for a couple of days now and am really enjoying my mage (Defiant on Blightweald). Got her up to 26 and had a few good groups, only getting circa 45 mins wait in the LFG tool).

Despite what people say (or how much it winds them up), I think that comparisons with WoW are inevitable, as once you take out the emo numpties in chat (so glad I'll never see DIRGE again, hehe) and the public quests / rifts (nod to WAR) its a virtual clone (albeit a very very polished one). Graphics are far better, people seem more mature, story line / plot seems OK, leveling seems less of a grind and the all important epicssss seem to go for sensible prices so I'm definitely staying for a while.

I've got a few questions for the more experienced players here that I'd be very grateful for your opinions:

1, I played Wow for years (6 months before TBC release to end of Wrath) at the highest level (on my server). Cleared all of TBC content pre nerf, 2.5 hr clears of BT (after we had been in Sunwell for a few weeks), and a few server 1st's under my belt (meh King Slayer, Obsidian Slayer is where its at ;) ). However, got bored / burn out and haven't logged on since the day I hit 85. The problem for me with WoW is that if you want to raid at a high level you have to be in a semi hardcore guild meaning 4 days per week attendance etc etc. I can't / won't do that, but really miss raiding...what is the end game raiding in Rift like, and how does it compare to the complexity of WoW raid instas. I've played a few other MMOs (LOTRO, WAR and GW) and although all very enjoyable whilst leveling, none have come anywhere close to WoW for skill and team work requirements in the big raids, most are :
Boss 1: tank and spank
Boss 2: tank and spank and don't stand in green stuff
Boss 3: tank and spank and 2 adds
Boss 4: tank and spank, 2 adds and don't stand in green stuff, with one special phase where you have to stand behind a column tooo (real challenging that last bit ;) )

You see where this is going......compare that to the 5 phases of mayhem that is Kil'jaeden, or the unforgiving Vashj fight where everyone has a duty and if anyone screws up its a wipe (she wasn't called guild breaker for nothing) or even Lich King and other games end game pales into comparison. Although I'm enjoying the leveling, its with an aim to get to some challenging end game stuff and I'm wasting my time if I get there and its simple don't stand in the red puddle type fight. So I'm really hoping that there are a few ex hardcore (or semi) WOW raiders who could reassure me that Rift end game, requires good skill, teamwork a decent leader and is actually interesting.

2, I keep pulling agro (warlock, necro, chloro mage). In my mind 9 times out of 10 that a dps pulls agro its his fault, not the tanks - is there an agro meter anywhere?

3, Damage meters. Some people hate them, I love them, not just because I'm a dps whore, but also because its a major learning tool and without one how can you really tell how well you are playing your dps toon, and what works and what doesn't? Is there such a thing as an in game damage meter in RIFT?

4, I'm getting lonely, so if anyone here is on Blightweald and is in a guild that is (or is aiming to) take raiding seriously, but not forgetting that RL> Rift life, please say hi in game and point me in the direction of your guilds webby :) When I say serious I don't mean hardcore (maybe 'softcore'), but I'm too old and grumpy to raid with 5 players who are prepared to read up on encounters, bring flasks and pots etc, turn up on time and 15 people who want to be carried by the other 5. I know it makes me sound like an elitest **** but I'm sure many of you will sympathise with me. I'm really not elitest as I believe attitude is actually far more important than gear, and to a lesser degree more important than skill (if someone wants to learn and is prepared to pull their weight then they will skill up fast imho). My main toons is Sammaria - even if you are unguilded, /w me, say Hi and mebee we can clear some insta runs together :)
 
Hey peeps.

I've been playing Rift for a couple of days now and am really enjoying my mage (Defiant on Blightweald). Got her up to 26 and had a few good groups, only getting circa 45 mins wait in the LFG tool).

Despite what people say (or how much it winds them up), I think that comparisons with WoW are inevitable, as once you take out the emo numpties in chat (so glad I'll never see DIRGE again, hehe) and the public quests / rifts (nod to WAR) its a virtual clone (albeit a very very polished one). Graphics are far better, people seem more mature, story line / plot seems OK, leveling seems less of a grind and the all important epicssss seem to go for sensible prices so I'm definitely staying for a while.

I've got a few questions for the more experienced players here that I'd be very grateful for your opinions:

1, I played Wow for years (6 months before TBC release to end of Wrath) at the highest level (on my server). Cleared all of TBC content pre nerf, 2.5 hr clears of BT (after we had been in Sunwell for a few weeks), and a few server 1st's under my belt (meh King Slayer, Obsidian Slayer is where its at ;) ). However, got bored / burn out and haven't logged on since the day I hit 85. The problem for me with WoW is that if you want to raid at a high level you have to be in a semi hardcore guild meaning 4 days per week attendance etc etc. I can't / won't do that, but really miss raiding...what is the end game raiding in Rift like, and how does it compare to the complexity of WoW raid instas. I've played a few other MMOs (LOTRO, WAR and GW) and although all very enjoyable whilst leveling, none have come anywhere close to WoW for skill and team work requirements in the big raids, most are :
Boss 1: tank and spank
Boss 2: tank and spank and don't stand in green stuff
Boss 3: tank and spank and 2 adds
Boss 4: tank and spank, 2 adds and don't stand in green stuff, with one special phase where you have to stand behind a column tooo (real challenging that last bit ;) )

You see where this is going......compare that to the 5 phases of mayhem that is Kil'jaeden, or the unforgiving Vashj fight where everyone has a duty and if anyone screws up its a wipe (she wasn't called guild breaker for nothing) or even Lich King and other games end game pales into comparison. Although I'm enjoying the leveling, its with an aim to get to some challenging end game stuff and I'm wasting my time if I get there and its simple don't stand in the red puddle type fight. So I'm really hoping that there are a few ex hardcore (or semi) WOW raiders who could reassure me that Rift end game, requires good skill, teamwork a decent leader and is actually interesting.

2, I keep pulling agro (warlock, necro, chloro mage). In my mind 9 times out of 10 that a dps pulls agro its his fault, not the tanks - is there an agro meter anywhere?

3, Damage meters. Some people hate them, I love them, not just because I'm a dps whore, but also because its a major learning tool and without one how can you really tell how well you are playing your dps toon, and what works and what doesn't? Is there such a thing as an in game damage meter in RIFT?

4, I'm getting lonely, so if anyone here is on Blightweald and is in a guild that is (or is aiming to) take raiding seriously, but not forgetting that RL> Rift life, please say hi in game and point me in the direction of your guilds webby :) When I say serious I don't mean hardcore (maybe 'softcore'), but I'm too old and grumpy to raid with 5 players who are prepared to read up on encounters, bring flasks and pots etc, turn up on time and 15 people who want to be carried by the other 5. I know it makes me sound like an elitest **** but I'm sure many of you will sympathise with me. I'm really not elitest as I believe attitude is actually far more important than gear, and to a lesser degree more important than skill (if someone wants to learn and is prepared to pull their weight then they will skill up fast imho). My main toons is Sammaria - even if you are unguilded, /w me, say Hi and mebee we can clear some insta runs together :)

It's too late to write a full reply, but for me at least;

Endgame is fun. Dungeons take some skill. Rifts add a new dimension to endgame. Reroll on Shivermere and join our guild. We play most evenings, fun is most important, though we are getting towards raiding standard.

Also watch the video for the new patch. I think rift is here to stay. :)

Will reply properly tomorrow :)
 
Loving Rift so far, enjoying playing my mage (did first dungeon last night on her) reached lvl 20. Trying out a rogue at the moment while waiting for my friend I started playing with to catch up.

Thanks for invite to guild too by the way, have answered a few questions I have had already, hope to be max level soon to help out with rifts etc! It's a welcome change from my hardcore raiding days in WoW!

Also upgraded from the free trial last night, hooked!
 
Loving Rift so far, enjoying playing my mage (did first dungeon last night on her) reached lvl 20. Trying out a rogue at the moment while waiting for my friend I started playing with to catch up.

Thanks for invite to guild too by the way, have answered a few questions I have had already, hope to be max level soon to help out with rifts etc! It's a welcome change from my hardcore raiding days in WoW!

Also upgraded from the free trial last night, hooked!

Glad to hear you are having fun!
 
I put 500 hours into Rift but I've quit. The reason? Raiding. Greenscale, the easiest raid instance, is just too hard. I was in a semi hardcore raiding guild but even that wasn't enough. Sure, the Duke is basically a free kill, but the Infiltrator requires an unrealistic amount of skill. My guild was full of above average to highly skilled players, and we just couldn't do it. There is absolutely no room for error on that fight, which means there is no room in Rift for non-ultra-hardcore guilds. Most players that hit 50 and exhaust the 5 man content are just going to quit, because the raiding content was designed only for super harcore guilds. I joined one of these and cleared GS, but got burnt out within 2 weeks from playing 4-5 hours a night, 4-5 nights a week, and quit.
 
Heh, we killed Johlen after 16 attempts, first 7 with 16 people, last 9 with 19 people. 50% of which don't even play on anything but 'raid night'.

After a few attempts every wipe was sub-25%, the hard part. As long as you all stack up on the last phase and don't look at the bombs, you're fine. It's a survival phase not a burn phase.

I even got the achievement for not getting hit or blinded by any bomb :D

We had one wipe on 8,000 health, which is about a 1/2 second of full raid DPS, shame there was only a bard left alive :p.
 
I put 500 hours into Rift but I've quit. The reason? Raiding. Greenscale, the easiest raid instance, is just too hard. I was in a semi hardcore raiding guild but even that wasn't enough. Sure, the Duke is basically a free kill, but the Infiltrator requires an unrealistic amount of skill. My guild was full of above average to highly skilled players, and we just couldn't do it. There is absolutely no room for error on that fight, which means there is no room in Rift for non-ultra-hardcore guilds. Most players that hit 50 and exhaust the 5 man content are just going to quit, because the raiding content was designed only for super harcore guilds. I joined one of these and cleared GS, but got burnt out within 2 weeks from playing 4-5 hours a night, 4-5 nights a week, and quit.

Your guild is/was not full of high skilled players or you'd of killed him quite fast, sounds like you should play WoW for some puggable raiding content :p
 
Changes for upcoming 1.3 patch.

COMBAT
* Stealth: Fixed a bug with toggling melee auto-attack would cause stealth to break.
* Fixed a bug causing the Class Mechanic UI to display effects from other players instead of just your own (ex: Stormcaller, Necromancer).
* Fixed some effects on pets to be lost when teleporting.
* Fixed an issue causing abilities to fail to work properly against players that had just been stunned while jumping.
* Mana: Changed the way mana-regeneration is calculated to now include diminishing returns. This should have little impact on leveling characters and is only noticeable once higher levels of gear are attained.

MAGE

ARCHON
* Lingering Dust: Now reduces melee and casting speed of the target by 20% for 20 seconds. The buff portion is unchanged.
* Casting speed debuffs will no longer cause Archon auras to gain a casting time if points have been spent to make them instant-cast.
* Burning Purpose: Damage procs are now affected by the Rising Vengeance ability. Reduced base damage dealt by Burning Purpose procs.

CHLOROMANCER
* Due to the below changes, characters with soul points spent in Chloromancer will receive a free soul point respec.
* Casting speed debuffs will no longer cause Bloom and Flourish to have a casting time if you have two points in Healing Slipstream.
* Call of Spring: Updated description to better indicate which abilities it affects.
* New Ability: Lifebound Veil - Causes Life damage dealt by the Mage to heal up to 5 allies within 20 meters for 15% of the damage done for 1 hour. All other spell damage dealt by the Mage heals allies for 5% of the damage done. Spells that damage more than one target have healing generated by Lifebound Veil reduced by 80%. Life based damage over time effects heal allies for 25% of the damage done by the first damaging tick of the effect. The Mage cannot receive healing from other Lifebound Veil or Lifegiving Veil effects while affected by this buff. Does not trigger a global cooldown. Cannot be purged.This is obtained after spending 11 points in the Chloromancer soul.
*Synthesis: Now increases healing received from Lifebound Veil by 100%. Reduced cooldown to 10 seconds. This cooldown is shared with Lifegiving Veil and Lifebound Veil. Now applies or refreshes Lifebound Veil when cast. Will no longer be removed when the affected player changes zones.
* Lifegiving Veil: Increased the base single-target Life damage to Healing conversion to 80%. This now shares a 10 second cooldown with Synthesis and Lifebound Veil. This can no longer be purged.
* Natural Fusion: Now increases the Synthesis bonus to heals from Lifebound Veil by 20-60%.
* Essence Surge: Debuff portion of this ability has been removed.
* Destructive Growth: Removed branch ability; the effects are now part of the base Wild Growth ability.
* Wild Growth: Reduced cooldown to 1 minute, increased radius to 25 meters.
* New branch ability - Nature's Swiftness: Reduces the casting time of Nature's Fury by 0.5-1 second, and reduces the cooldown of Natural Conversion by 30-60 seconds. Tier 6 branch ability.
* Entropic Veil: Removed cooldown.
* Empowered Veil: Now increases the damage bonus from your Entropic Veil by 13-19%, increases the healing generated by Lifegiving Veil from Life damage to 90-110%, increases healing generated from your Lifebound Veil by Life damage to 20-30% and increases the radius of Lifegiving and Lifebound Veil by 5-15 meters.
* Flourish: Reduced healing done.
* Bloom: Increased healing done.
* New root ability - Natural Healing: Single target heal with a 2.5 second casting time and no additional cooldown. Obtained with 51 points in Chloromancer.
* Circle of Life: Now affects Natural healing.
* Empathic Bond: Increased the mana return to 20% of the damage received by the Synthesis target.
* Nature's Touch: Reduced base damage of this spell. This spell now triggers an additional heal from Lifebound Veil, instead of Lifegiving Veil.
* New ability - Living Infusion: A passive ability that increases the percentage of Life damage converted to healing by Lifegiving Veil by an additional 0.5%, and Lifebound Veil by an additional 1.5%, for each point spent in Chloromancer above 31. Obtained at 32 points in Chloromancer.

DOMINATOR
* Due to the below changes, characters with soul points spent in Dominator will receive a free soul point respec.
* Fixed an issue where enemies would sometimes be able to continue casting or using abilities when affected by Mass Exhaustion, Disorient, or Overpowering Will.
* Mass Exhaustion: Fixed a bug in certain builds where Mass Exhaustion would end on all enemies if broken on one affected target.
* Thunder Blast: Will now deal damage and interrupt casting even if the target is immune to the knockback portion of this ability.
* Charged Shield, Mass Charged Shield: Will no longer land on an ally who already has a mage armor buff other than Charged Shield.
* Transference: Now blocks energy and mana regeneration on the target for 7 seconds, up from 5. Damage is now a flat value influenced by Spell Power and is no longer based on the amount of Energy, Power, or Mana drained.
* Microburst: NO longer reduces the damage of Storm Shackle.
* Deny: Reduced cooldown to 10 seconds,
* Mental Shock: Reduced cooldown to 20 seconds.
* Empowered Presence: Now increases the radius of your Arresting and Reflective Presence by 2-6 meters. Increases the chance for your Reflective Presence to reflect spells by 5-15%. Gives Arresting Presence a 33-100% chance to proc an interrupt on up to 10 targets within range, each second.
* Priest's Lament: Will now interrupt the target when it attempts to silence them. The interrupt will occur even if the target is immune to silence.
* Disorient: Now blasts the enemy with a burst of negative energy, dealing Death damage and leaving them stunned for 3 seconds and confusing them afterwards for up to 30 seconds. Damage done will break the confuse effect. 30 second cooldown.
* Memory Wipe: Now causes a group or raid member to appear less threatening, reducing their threat by 20% with all enemies within a 25 meter radius.
* Overpowering Will, Iron Will: Removed.
* New root ability - Incompetence: Reduces the target's effectiveness in battle for 15 seconds, increasing the cost of healing abilities by 20% and causing damage done by the target's abilities to heal up to 5 of the Dominator's group or raid members within 15 meters. 15 second cooldown. Obtained at 20 points.
* New branch ability - Ineptitude: Increases the healing ability cost debuff of Incompetence by 1-5% and increases the healing done by target's damaging abilities by 4-20%. Available after spending 20 points in Dominator.
* Chastise: Removed.
* New root ability - Traitorous Influence: Causes the enemy, and up to 5 additional enemies within 15 meters, to suffer Death damage and lose 30 Power or Energy, or Mana equal to 5% of the Dominator's maximum mana, every time the target uses an ability. This can occur up to 5 times over 15 seconds. Available after spending 30 points in Dominator.
* Draining Presence: Removed.
* New root ability - Mass Betrayal: Generates chaos within the enemy's ranks, cursing up to 10 enemies within the targeted area. Abilities used by affected enemies cause the target and up to 5 additional targets within 15 meters to suffer Death damage; they also lose 30 Power, Energy, or Mana equal to 5% of the Dominator's maximum mana each time they use an ability. This can occur up to 5 times over 15 seconds. Available at 51 points in Dominator.
* Fixed a bug where pets spawned by Split Personality were not gaining benefit from the caster's Spell Power or Spell Critical Hit.
* Split Personality: The pets spawned now take 95% less damage from area effect abilities.

ELEMENTALIST
* Planar Expansion: Corrected the description on the final rank of this spell.

STORMCALLER
* Lightning Field and Charged Field now only check for stacks of Electrified applied by the caster.
* Lightning Field: Reduced base damage of this spell.
* Forked Lightning: Reduced base damage of this spell.
* Static Discharge: Can no longer affect a target more than once per minute.
* The class mechanic UI for Electrify will now update properly if Lightning Field removes a stack of Electrified from an enemy.

WARLOCK
* Sacrifice Life: Damage: Can no longer be cast if Empowered Darkness is active.

PYROMANCER
* We’re still in the process of making Pyromancer changes specific to PVP regarding burst damage. These changes will have little to no impact on PVE.

WARRIOR

BEASTMASTER
* New ability - Companion's Call: Makes the next pet summon ability instant-cast.
* Greater Primal Companion: Claw Swipe: Fixed a bug causing this to occasionally only hit one target.
* Fixed some bugs with the icon display for Summon Greater Primal Companion.

CHAMPION
* Deadly Strikes: Now increases the damage of attack point builders by an additional amount for each point spent in Champion over 30.
* Bash: To better match up with other interrupts, the cooldown has been increased to 8 seconds and Power cost reduced to 10.

PALADIN
* Warden's Protection: Will no longer be removed when the affected player changes zones.
* Face Slam: To better match up with other interrupts, the cooldown has been increased to 8 seconds, damage reduced slightly, and Power cost reduced to 10 Power.
* Improved Paladin's Devotion: Fixed a tooltip bug that reported the wrong amount of cooldown reduction on Paladin's Devotion. Tooltip now properly shows a cooldown reduction of 10-20 seconds. This is a cosmetic fix only.

PARAGON
* Strike Like Iron: Moved to a 38 point root ability.
* New root ability - Reaping Harvest: Available with 2 points spent in Paragon. Attack point consuming ability that requires dual wielding.
* Path of the Wind: Now requires the Paragon to be dual wielding.
* Way of the Wind: Now triggers a second weapon attack after using any attack ability that requires dual wielding.
* Paired Strike: Now causes the next follow-up strike to critically hit.
* Flinching Strike: To better match with other interrupts, the damage is no longer based on weapon damage, cooldown reduced to 8 seconds, and Power cost has been reduced to 10 Power.
* Bend Like the Reed: In addition to enhancing Parry, now also increases the damage done by attacks that require dual wielding. To support this change and put this in line with similar finishers, the cooldown has been increased to 1 minute.

RIFTBLADE
* Rift Storm: Fixed a bug causing different icons to appear in game compared to the Soul Tree version.
* Fiery Burst: Should now reliably trigger Enhanced Burst.
* Riftwalk: Fixed a bug causing this ability to not break stuns. Now deals damage to the enemy. Due to this there are now multiple ranks of Riftwalk which can be trained at your nearest Warrior trainer!
* Improved Riftwalk: Now enhances the damage dealt by Riftwalk in addition to reducing the cooldown.
* Rift Storm: Reduced cooldown to 2 minutes from 3.
* Avatar of the Rift: Increased the amount of Attack Power contribution.
* Surging Energy: Fixed a case where this could sometimes not trigger.

WARLORD
* Intimidating: The debuff tooltip should now actually work.
* Fixed a typo in the Warlord Soul tooltip.

VINDICATOR
* Advantage: Tooltip changed to more accurately describe what the ability does; increases the chance to get a critical hit by 1-5%.

VOID KNIGHT
* Furious Rage: To better match up with other interrupts, the cooldown has been increased to 8 seconds, and the ability damage is no longer based on weapon damage.

CLERIC

INQUISITOR
* Armor of Treachery: Corrected the out-of-date tooltip to match the spell's current functionality.
* Armor of Awakening: The Critical Hit chance increase now displays properly in the Character stat window.
* Divine Pardon: Now reduces threat by the proper amount.
* Lethargy: No longer applies to Harsh Discipline and Aggressive Renewal if you haven't spent points in it.

JUSTICAR
* Due to the below changes, characters with Soul Points spent in Justicar will receive a free soul respec.
* Devout Deflection: Now increases Parry by 30-90% of your Spell Power, and Dodge by 20-60% of your Spell Power.
* Doctrine of Valiance: Removed.
* Humility: Now available as a tier 4 branch ability.
* Interdict: Now available as a tier 5 branch ability.
* Resplendent Embrace: Now available as a 32 point root ability.
* Rebuke: Now available as a 44 point root ability. Causes up to 5 enemies within 7 meters of the targeted enemy to run to and attack the Justicar for 3 seconds. Does not affect players or player pets.
* Forced to Kneel: Removed.
* Commitment: Now available as a tier 6 branch ability.
* Thorvin's Law: New tier 6 branch ability. Causes Precept of Refuge to reduce all magic damage taken by 5-10%. Requires Precept of Refuge and Safe Haven.
* Righteous Mandate: Will no longer be removed when the affected player changes zones.

PURIFIER
* Surging Flames: Will no longer be removed when the affected player changes zones.
* Disciple of Flame: Now adds a Spell Power bonus to your Caregiver's Blessing of 5%, plus an additional 3% per point spent in Purifier above 36. Also adds a Spell Power bonus to all other Purifier absorption shields of 10% plus an additional 7.5% per point spent in Purifier above 36.

SENTINEL
* Marked by the Light: Will no longer be removed when the affected player changes zones.

WARDEN
* Tidal Surge: No longer wasted if cast just after Healing Current.
* Healing Current: Corrected mana costs across all ranks.

ROGUE

BARD
* Motif of Regeneration: Now considered a spell, and can be Silenced.

BLADEDANCER
* Contra Tempo: Fixed the effect tooltip to indicate that it increases the damage of the next three Combo Point generating abilities.
* Deadly Dance: Fixed a bug where applying Saboteur Charges to the target did not consume the Deadly Dance effect.

INFILTRATOR
* Cloudy Poison: Reduced casting speed debuff to 20%.
* Camouflage: Fixed characters being knocked out of stealth when re-entering a Marksman's Pedestal.
* Step Into the Shadows: Fixed the cooldown being activated when using any stealth ability.

RANGER
* Killer Focus: Damage bonus should be correctly applied to ranged weapons.
* Prey on the Weak: Fixed the buff triggered by this ability not being removed when the character dies.

RIFTSTALKER
* Shadow Stalk: Fixed a bug where this would sometimes be available while under control effects it cannot break.
* Shadow Assault, Shadow Blitz: Now properly affected by damage modifications from buffs and debuffs.

SABOTEUR
* Remote Clipping: Fixed a bug where the range of Detonate was being increased by 1 meter instead of 2 meters.

PVP/WARFRONTS
* Channeled abilities used in PvP against player targets will now break if the target moves out of the channeling caster's range, or line-of-sight.
* Valor updates!
* All level 30+ PvP rewards now have Valor.
* Base Valor amounts have been adjusted to account for a significantly larger amount of damage reduction.
- Level 1-40 characters have 10% reduction.
- Level 40-50 characters scale through 11-20% damage reduction.
* Valor now reduces the critical hit damage bonus received from player hits, capping at 50%.
- Reduction scales based on character level.
- Level 50 characters with no additional Valor receive a 33.7% reduction in critical hit bonus damage.
- A full set of rank 2-3 PvP gear (356 Valor) provides a 50% critical hit bonus damage reduction.
* With the increase to base Valor, the amount provided by ranked PvP gear has been adjusted.
- Rank 1/2 sets provide 323 total Valor, for 26.9% damage reduction and 45.4% critical bonus damage reduction.
- Rank 3/4 sets provide 394 total Valor, for 32.8% damage reduction and 50% critical bonus damage reduction.
- Rank 5/6 sets provide 480 total Valor, for 40% damage reduction and 50% critical bonus damage reduction.
* Runes that grant Valor bonuses have their Valor stat values adjusted but still provide the same percentage of damage reduction.
 
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Servers transfers open tomorrow with the 1.3 patch, here are the servers you are allowed to transfer TO.

European Allowed Destination Shards - Defiant
ENGLISH
Argent - PvE-RP
Blightweald - PvE
Bloodiron - PvP
Cloudborne - PvP
Firesand - PvP-RP
Icewatch - PvE
Riptalon - PvE
Sagespire - PvP
Shivermere - PvP
Steampike - PvE
Whitefall - PvP

European Allowed Destination Shards - Guardian
ENGLISH
Argent - PvE-RP
Blightweald - PvE
Bloodiron - PvP
Cloudborne - PvP
Firesand - PvP-RP
Icewatch - PvE
Riptalon - PvE
Sagespire - PvP
Shivermere - PvP
Whitefall - PvP
 
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