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Props to Raum for most of this OP, may she rest in peace Welcome to Rift: Storm Legion! The world of Telara is ravaged by the elemental planes. Come join us in a magitech-laden world full of spiders, mead, and gluts of steel. In real words, this is A Good Game with a great dev team, solid design, and the F2P model that goons salivate for. You can pretty much do everything without having to be a patron, and cash shop stuff is all novelty or convenience boosting. Getting Started Click this referral for a free trial if you think that you will be a patron in the future! Right here! Get a lucky goon a flame horse! Otherwise you can start right here: http://www.riftgame.com/en/ You should also check out the Rift Mobile app that's now out for Android, iPhone, and now PCs! It's not fully supported at the moment while the game goes through the F2P transition, but when it works you can get nice artifacts from the scratchoff game to sell for plat and call guild members jerks through your phone So, why would should I play this game? Rift has arguably the most responsive and talented dev team in the industry. Rift has recently celebrated its first anniversary, and now released its first expansion: Storm Legion! Although Rift will be familiar for players of WoW, the dynamic world, flexible class system, and quality-of-life perks make it a fresh, modern, and supremely playable MMO. The free to play model is very relaxed, with subscribers only getting bonuses over the needed content, and never locking players behind walls of playing with each other. I quit during beta or shortly after launch, what's new? Far too much to list! Rift has undergone some pretty extensive and rapid content releases. There's a lot more to see and do in Telara. I AM NEW, TELL ME WHAT TO DO - The only choice you make at creation that can't be undone later is calling, so spend the most time thinking about that. Trion is adding new souls soon that will allow each calling to do every role (tank, heals, dps), so choose based on style you prefer. Right now mages can't tank, warriors and rogues can't solo heal, and clerics aren't pure support. Rogues mix melee and ranged, are fast paced and some specs blink around or stealth. Warriors wear plate, almost exclusively melee and use 2-handed or dual weapons. Clerics use 2-handed weapons or mace/shield to tank, and dps mostly ranged. Mages set things on fire, ranged dps and healing. - When you first start, choose one of the default purposes it offers you. This is just a basic template to get you started with Rift's complex and rich soul system. Follow this until level 10 or so, just putting points where it tells you when leveling and checking out new abilities you are given. - Level 10 is when the game really opens up. You will get access to pvp warfronts (hit K) and Instant Adventures (hit .). Both are really nice exp and an alternative to quest leveling. Grinding IA's is the fastest way to level 50, but is also a bit mind numbing to just do that. They have daily bonuses that are even nicer exp. - About this time you will be finding your capital city, either Meridian or Sanctum. There you will be able to buy your first mount if you don't already have one, access the guild bank (get in the guild), purchase roles/respec with your trainer, grab crafting skills. Grab some bags from the gbank for your bag slots, purchase 1 or 2 roles from your class trainer so you have 2 or 3 total (Roles are basically builds that you can switch between out of combat. You might have a questing build with survivability in it, a ranged dps build for IA, maybe something special for pvp, etc). Check the guide forums for your class here for guides on builds, or just ask in guild chat. - Grab a handful of rally scrolls and rally banners from the guild merchant (Orphiel's spire 3789, 4149 in Meridian or Southeast side of Sanctum near the Barber 5217, 2184). You won't be able to teleport to storm legion areas until level 45, but it's good to grab the portcullis in tempest bay as soon as you can, it's the unified city in the new zones and I believe it has daily quests that the capital city may not. You use rally scrolls by right clicking them in your inventory when someone else has dropped a banner somewhere. You drop banners by using the ability in your guild tab of abilities screen. - Let's talk crafting skills. First of all, Survivalist and Fishing do not count to your default limit of 3, and I think they are worth leveling up on your main character. I haven't bothered with them on my alts, but doing the fishing daily at level 60 for 12.5 plat is nice (and you can fish up artifacts/dimension items), and the survalist dailies are easy and give you general crafting currency that you can use to buy recipes on your crafting skill. I would recommend almost always taking mining and foraging as 2 of your 3 skills. They provide the mats for most skills and are very good moneymakers 50+. Apothecary makes potions/vials that are nice, Artificer makes powerstones for clerics/mages, and weaponsmith (i think) makes stones for rogues/warriors. Going with no crafting is viable, going with all gathering skills for making money is viable, do what you feel like. - Check out the guild dimension. Start your own dimension with the quests if only to have someplace to dump dimension items you get so they don't take up bag space. - Remember the "fury of the ascended" skill you have, it buffs you against rifts/invasions. Can save you at times, or make clearing that rift (nice exp) a lot easier. Guilds
IRC and Mumble IRC info - irc.synirc.net #riftgoons Mumble server info - flippingtables.org:46667 / password: lljk Add Ons Info There are lots of different add ons, but I will list the essential ones and those I like. Grabbed from http://www.curse.com/addons/rift Kings Boss Mods is the best for Raiding/Dungeons and giving warnings for boss mechanics. Rift Meter or Simple Meter are the most popular DPS/HPS tracking add ons. I use rift meter, but both do the job just fine. Imhothar's Bags is a nice add on for bag management. I don't even use it for the combined bag window, but I love that hovering over items will tell me how many I have of them on all of my alts. Gadgets Is basically a ton of different visual mods packed into one. FPS and distance trackers, alternate raid frames, currency bar, etc. Very nice to have. Karuul Alert Is an add on that tracks buffs/debuffs. Used primarily by raiders when they have specs that rely on constantly have debuffs up. I wouldn't worry about it unless you are running a DPS spec that needs it. Resources & General Guides Level 60 Guide [SL] Dungeon Gear Rift Mobile App on your PC! Rift.Zam RiftNerd - News & Information Rift Addons - Curse Rift Developer Blog Telarapedia - Rift wiki Rift Forums Patch Notes Rift Warriors Rift Rogues Rift Mages Rift Clerics Trailers & Reveals Storm Legion - Launch Trailer Features of the Storm Into the Storm Dimensions - Welcome Home Screenshots & Concept Art lsp posted:Here's a collection of guides that may prove useful to those who don't want to sift through the forums. Read through, make your own decisions and feel free to ask, though most abilities are explained in their tooltips. Additionally, anyone else that wants to add to this or corrections or whatever go ahead and append. Eltoasto fucked around with this message at 03:32 on Jan 1, 2014 |
# ? May 15, 2013 05:07 |
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# ? May 13, 2024 08:07 |
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For the story of Rift, you should read Trion's history of Telara. With the release of Storm Legion, players have been given the opportunity to travel to two new continents: Brevane and Dusken. Brevane is a vast continent marked by the ruins of a civilization that dared to reach for the stars. From shattered skyways arcing over Cape Jule to colossal evils hidden in the desert of Ashora, the continent is a raw and shifting testament to the scope and cost of Brevanic invention. Dusken is the sinister and twisted realm at the heart of the struggle for the Infinity Gate. Crucia, Regulos, and the descendants of old Brevane battle from the pus swamps of Seratos to the fallen chantries of Morban, racing to unlock the key to life beyond the continent of Death. The world of Rift is under siege. Tears in reality visibly pocket the landscape, leading into the planes of Earth, Fire, Air, Water, Life, and Death. These tears will naturally develop into rifts or can be ripped open by the Ascended with lures that call upon specific planes. From these rifts, planar invasions spill forth to claim the landscape, disrupting the zone and terrorizing towns as they lay waste to them. The planar forces claim these towns and establish footholds across the zones. Rifts, footholds, and invasions are not instanced. They take place in the open world, and are open to anyone who can help. Players of all guilds, and both factions, cooperate to take down gigantic invaders. These invasions award Planarite and Sourcestones, which can be used to buy gear, consumables, companion pets, and other trinkets for both the leveling player and the endgame raider. When a zone invasion starts, you'll be notified in chat and all who participate will be rewarded. There are several variations on the rifts and what they can produce in a zone: Zone Events - These events spawn rifts. These rifts then spawn invasions, which then also spawn footholds should they take over a town. Each town has a wardstone which can be healed and upgraded. If all the wardstones die, the event fails and people get angry. After fending off the invasions and closing their spawning rifts, there are several different kinds of intermediary stages that can start. You may need to kill minibosses, or go attack certain planar structures or shoot at the boss with cannons as he flies around the zone. Finally, the boss will become active or spawn and the server piles onto it. Expert Rifts - Akin to uninstanced expert dungeons in terms of difficulty, these rift events reward gear to participants who open the rift. They must be opened with planar lures which may be purchased in Tempest Bay. Tailored for 5-man groups. Hunt Rifts - Players can draw out some of the stronger commanders of the planar armies and kill them in Hunt Rifts. They must be opened with lures that are purchased from the Torvan Hunters faction. Tailored for 5-man groups or more. Raid Rifts - Raid rifts are challenging content designed for 10-20 players, rewarding them with lower tier raid rewards and the much desired planar essences. Crafting Rifts - Crafting rifts are rifts designed to reward crafting items. These rewards are dependent on the lure used (i.e. an apothecary lure shall rewards herbs, bones, and planar essences, while an artificer's lure shall receive ore, gems, and lumber). Tailored for 5-man groups or more. Onslaughts - In onslaughts, the armies of the dragons swarm over the land and attack wardstones. If you drive them off for long enough, you can be gifted with suitable planar rewards for your efforts. IMPORTANT NOTE: The goon guild is on a PVE server, so you can be a part of the guild no matter which faction you join or which race you play. Bahmi's DO have the best afro hairstyle though, just sayin The races of Telara all had once fantastic empires and sprawling civilizations. With the coming of the Blood Storm, the races fell from power and were riven from each other in hateful wars. They split into two factions: the Guardians who praise the gods of the Vigil and the Defiant who look to their techno-magic and unbreakable resolve for the future. The following information has been taken in snippets from the official site. The Defiant Based out of the city of Meridian in Freemarch, the Defiant are a loosely knit gathering of those who stand against the Blood Storm and the Guardians who brand them as heretics for their technomagic. Above all else, Defiants are rugged individualists who love technology. With the help of enough eldritch war machines and magical innovations, the Defiant believe the people of Telara will have the power to destroy the dragon gods themselves, without needing to rely on outdated religious dogma. When Telara is saved, the Defiant will be at the head of a new technomagic age, in which every facet of life is touched by their innovations. The Eth are a tribe of humans who adapted to the harsh southern deserts by becoming master survivalists and taming their environment through magic. During the Blood Storm Wars, this inquisitive and fiercely scholarly race discovered a means to harness sourcestone as a fuel for eldritch war machines. After the construction of the Ward and the return of peace to Telara, these proto-technologies saw application in all areas of life. Yet the Vigil soon demanded that sourcestone technology be abandoned. Though it meant being cast from the gods’ sight, the people of Eth refused. In spite of the Vigil, they further conquered their environment and built an empire of conglomerated city-states ruled by brilliant sorcerer kings. The power and influence of the Eth spread throughout Telara, fueled by the wonders of sourcestone. Unfortunately, their technology fell into the clutches of insidious dragon cultists, and the Eth empire collapsed soon thereafter. Rather than risk the Blood Storm’s release, the Eth buried their wonders in the sand and destroyed all record of their forbidden techniques. quote:Desert Dweller's Birthright Within the dense jungles of the Kelari Isles, rebel Elves carved sprawling magical cities from the limestone, bonding powerful spirits to every structure. They built great temples to appease this ever-expanding population of spirits and demigods, and their cities expanded from the temples, mirroring spiritual and natural phenomena. The Kelari fled their isles after their society was corrupted from the inside out. The Shade struck Telara, and Akylios’s deep-sea prison began slowly cracking, driving the seas into a swirling frenzy. Though monsoons and tidal waves battered the isles, the Kelari held fast, protected by their spirit patrons. Finally, Anthousa Mona, High Priestess, sounded the exodus, and the remaining Kelari sailed from their beloved isles. By then the seas were nearly impassable, and a mere score of ships made it to the shores of Freemarch. Only recently has the Kelari population seen growth, when Defiant resurrection forges pulled a number of lost Kelari from their journey down the Soulstream, returning them to life as Ascended. quote:Legacy of the Fire islands The Bahmi are the curious and reclusive denizens of the Rhaza'de Canyons. Their elemental ancestors, the Shalastiri, arrived on Telara through a rift from the Plane of Air at the time of the first Blood Storm Wars. Led by their prince, Bahmi, they proved invaluable warriors in the fight against the dragon gods. But Bahmi's decision to aid Telara was also marked with tragedy. The placement of the Ward meant he and his companions would never be able to return to their homeland; despite this they stayed, and fought valiantly. With the Ward in place, and peace returned to Telara, Bahmi's people settled in the canyons, breeding with humans and forming a new race. Despite a brutish reputation, Bahmi idealize hospitality, the pursuit of excellence, and community above all else. In strength of arms, the Bahmi are beyond measure, and their craftsmanship is superior. When the Eth Empire fell, many of the refugees found haven in the Bahmi lands, creating a deep bond between the two peoples. quote:Shalastir Heritage The Guardians The Guardians are the chosen of Telara’s gods, the Vigil. After the tyrant Aedraxis called forth power from the Plane of Death and devastated Telara, the Vigil chose the greatest souls who fell that day to be harbingers of the next era. A golden age awaits, but Telara must first be saved — by deed, by example, and by the sword. Its people must be redeemed, its corruptors purged, before the world can truly be safe. Honor, faith, and duty are the most sacred tenets of the strong Mathosian humans who once ruled the rocky highlands of the north. Mathosians value strength, hard work, and a man’s oath above all other things except perhaps loyalty. It is their commitment to these virtues that helped turn Mathosia into one of the greatest empires Telara has ever known, and from the humblest of beginnings. Tragically, it was also the very beliefs that eventually tore them apart. quote:Legacy of the Shade The Elves walked beside the gods in the youth of the world. Favored among Tavril’s creations, they were given long life, wisdom, and an affinity for the land. In return for these many gifts, the gods appointed them stewards of Telara, to watch over the wilds and defend the other races from all threats. The Elves took to this task with natural elegance and focus and guarded Telara with wisdom, magic, faith, and skill for thousands of years. quote:Grace of the Forest Dwarves were the first blacksmiths, masons, the first enchanters of magical devices. Their works made them welcome in any settlement the world over. Dwarves made weapons of surpassing deadliness, jewelry of astounding beauty, and structures to withstand eons and sieges. When the Blood Storm invaded, the best the Dwarves could hope for was to be forced by the more civilized dragons Laethys, Crucia, or Akylios to produce wealth, weapons, and runecraft. Rather than accept slavery or oblivion, the Dwarves marched from their halls of stone to help rid Telara of the plundering wyrms. Meanwhile, in the Moonshade Highlands, Rune King Molinar of Hammerknell ushered in a golden age of magic and runecraft. The delve produced miracles to rival the brilliant Eth, and was spared the horrors of the Shade, only to suffer the consequences of an ancient lie. For Hammerknell owed its miracles not to craftsmanship, but to binding the spirits of the dead to fuel the machines. Freed by proximity to planar energies, these spirits rose up in vengeance. The doors of Hammerknell were also sealed, not to protect the city from the world, but the world from the horrors of the city. quote:Miracle of Hammerknell In the deep, dark places of Telara, the dragon cults plot devastation, and only the Ascended can end their corruption. The goblins must be chased from their stinking holes, and surreal faerie haunts must be cleansed of their wicked occupants. Undead miners dig in the earth, coming ever closer to waking ancient sleepers. Elsewhere, the great dragons themselves strain to escape their elemental prisons. Chronicles (1 – 2 players) Special adventures for one (well-geared) player or two players, Chronicles let you and a friend explore Telara’s sweeping story, fighting beside legendary heroes and earning rare items in the process. The Chronicles are:
Dungeons (5 players) Designed for teams of five adventurers, dungeons come in three difficulty levels.
In Storm Legion, there are currently seven dungeons:
Raids require a group of ten to twenty players ready to confront the greatest threats Telara’s enemies have to offer.
In Storm Legion, there are the following 10m raids:
In Storm Legion, there are the following 20m raids:
PvP happens in Warfronts (instanced PvP) and open World PvP (Daily PvP quests and PvP Rifts). Warfronts are broken down into level brackets: 10-19, 20-29, 30-39, 40-49, 50. At level 50 you are able to start grinding Prestige which are PvP Ranks. PvP Ranks are effectively broken down into brackets as well - you obtain the gear in each bracket before you're able to obtain gear in the next. Prestige is PvP-based experience, adding to your rank within PvP whereas Favor is the currency used to purchase gear. Armor and items come with two PvP unique stats: Valor and Vengeance. Valor is used to mitigate damage whereas Vengeance is your PvP-based attack power bonus. Warfronts Warfronts are instanced PvP battles where teams of Defiant battle teams of Guardians. Either faction can be drafted as a mercenary for the opposing team, fighting as a Defiant on the side of the Guardians or vice versa to help correct imbalanced teams. Every weekend, a different Warfront becomes a hot spot for conflict between the Guardians and Defiant. New Warfronts and Warfront modes often debut as Weekend Warfronts, which always reward extra Favor and Prestige. There are currently six warfronts: quote:Black Garden - Martyrdom Conquest Conquest is a three-way inter-dimensional PvP struggle across a massive alternate-reality instance. Conquest features cross-shard recruitment and huge armies, spreading all-new warfare, land-control mechanics, and more across a battlefield the size of an entire zone. quote:Oathsworn, Dominion, and Nightfall descend on this alternate Stillmoor, eager to harvest its precious sourcestone. Rampage across haunted valleys and claim enough resources to fuel your faction’s plans. In the world of Telara your characters can choose to work in various professions. This gives them abilities to gather various resources, like wood or metals, or to craft items from resources, e. g. weapons, runes or potions. A character may choose any combination of up to 3 professions. These are leveled independently of adventuring levels and are not tied to the soul system. Gathering Professions
Crafting Professions
In Patch 1.9, Trion added the survival skills of Fishing and Survival. Fishing allows you to fish up food for your group that can be cooked with skills in Survival and also fun things such as trophy fish and artifacts that are exclusive to the waters. Survival allows you to cook food, create bedrolls, and tents for gaining rested experience. These skills can both be learned with no restrictions. Crafting & Tradeskill Guides [SL] Fishing in Brevane and Dusken Eltoasto fucked around with this message at 05:12 on May 15, 2013 |
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The Soul System is a very large feature for Rift. There are four classes or, as Trion calls them, 'callings' which receive eight unique souls that they can mix and match. As you level up, you receive points that you can put into these souls, unlocking new abilities, and improving old ones. The huge flexibility from this system allows for truly unique playstyles. Do you want to be a teleporting rogue that throws bombs? A mage that heals by doing damage? A cleric that shoots nonstop death star lasers? You can do all this and more! Each character can have up to six 'roles'. Each role is a configuration of three souls, and you can switch between these roles at any time while out of combat. Having trouble on a tough pull? Have someone swap to their healing role. Need an off-tank? That DPS rogue can switch to his Riftstalker build. Keep a build for PvP, solo questing, and three builds for raiding because your GM is giant loving sperglord. quote:Clerics are bar none the most flexible calling in Rift. Within a raid the clerics will be flexibly changing their roles to suit the needs of every encounter. Tank healing, raid healing, DPS, support, tanking! You need it--we got it, and what each fight needs is typically very different. Clerics have one tanking soul, three healing souls, and four offensive souls. The tanking soul doubles as a potent raid healing base and it's incorporation with other souls is a significant factor in our great flexibility.
Guides & Builds for Clerics [SL] Warden - Raiding [SL] Inquisitor [SL] Defiler - Raiding & Dungeons quote:Mages offer many flavors, but they're always ranged casters. With 6 offensive souls and 2 (loving amazing) supportive souls, mages have a great potential to blast the enemy to bits or carry your raid to victory. Every raid MUST have an Archon (a mage that delves heavily into unique raid wide buffs and debuffs) and at least one Chloromancer (a mage who deals in life damage, and converts this damage into healing for his allies).
Guides & Builds for Mages Info post here!
Guides & Builds for Rogues Zyzyx's Rogue Bible [SL] Lyx's 2.0 Rogue Guide quote:Front-liners no matter how you slice it, warriors set a high standard in both tanking and DPS. With an even split of four tanking souls and four DPS souls, warriors have some of the richest options in the flavor of their tanking yet still have a variety to choose between in their DPS specs. At the top end of content, warriors put intense damage in specs that flexibly transition between area of effect and single target damage but as melee fights are subjected to the limitations and mechanics a fight imposes on them. If unfettered by mechanics, warriors will consistently lead raids in output.
Eltoasto fucked around with this message at 09:37 on May 17, 2013 |
# ? May 15, 2013 05:08 |
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I played this game for a few months back when it launched, and just recently got a free copy of Storm Legion from Raptr. A few minutes ago I logged into my old main on Lotham which I guess is now for trial players only, and this is the message that greeted me: Then I checked my mail and found about a dozen different purple and blue items rewarding me for various things that I guess I did while I wasn't playing. I even got a server first!
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# ? May 15, 2013 05:29 |
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Be this to level as a Mage. That's about all the first-page advice I've got.
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# ? May 15, 2013 07:27 |
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The info about the guild should probably make note of that you can join regardless of faction, to (attempt to) head those questions off at the pass.
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# ? May 15, 2013 08:12 |
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Have they made storm legion levelling less of a grind yet?
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# ? May 15, 2013 08:41 |
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Is there an EU guild by any chance? Getting back to rift after I heard it's going f2p, hopefully the model is any good and the game gets a well deserved population boost. I enjoyed it a lot for the two months I was subscribed, but I can't afford to pay a sub. Also, wow, they got housing now? It looks pretty lovely, though.
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# ? May 15, 2013 08:56 |
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Hugoon Chavez posted:Is there an EU guild by any chance? Eh? Dimension housing is pretty incredible if you want a sandbox. The starter dimension is free and tiny, but it's just the starter. Also no, there is no EU guild.
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# ? May 15, 2013 09:03 |
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I really liked this game a lot at launch, but quit shortly after realising that combat was essentially bashing macros and never went back. I'm not saying macros are a bad thing (they aren't); but copy / pasting the optimal list from the forum and then throwing ten abilities into a macro for your 'basic' attack just seemed pretty daft. Did this ever change?
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# ? May 15, 2013 09:07 |
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Kettlepip posted:I really liked this game a lot at launch, but quit shortly after realising that combat was essentially bashing macros and never went back. I'm not saying macros are a bad thing (they aren't); but copy / pasting the optimal list from the forum and then throwing ten abilities into a macro for your 'basic' attack just seemed pretty daft. Did this ever change? You know you don't actually have to just macro all your abilities together, right? Just looking at Inquisitors (which are apparently one of the easier specs), you've got 5 rotational abilities. I used less on my destro lock in WoW. e: To actually answer your question, no, and it probably won't ever change unless they make macros unable to work as priority lists.
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# ? May 15, 2013 09:13 |
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I would honestly love to watch someone play Shaman without macros. They'd have to be a drat concert pianist, I reckon.
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# ? May 15, 2013 09:16 |
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Kettlepip posted:I really liked this game a lot at launch, but quit shortly after realising that combat was essentially bashing macros and never went back. I'm not saying macros are a bad thing (they aren't); but copy / pasting the optimal list from the forum and then throwing ten abilities into a macro for your 'basic' attack just seemed pretty daft. Did this ever change? Depends on class. Certain souls had CDs removed or lowered on abilities you really don't want to spam, but most rotations can be simplified to a few macros. I main a rogue, and in that Tac and bard is about all I can think of where macros aren't useful, but bard doesn't have that many buttons that need pressed with any frequency and tac is a pretty simple above 30%/below 30% rotation despite the number of buttons.
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# ? May 15, 2013 09:23 |
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This looks pretty interesting, but I gotta know: Does it do That One MMO Thing where all previous content is completely invalidated by expansions? Because I really really dislike that.
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# ? May 15, 2013 12:49 |
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In terms of progression, yes it does. Though there are still cosmetic reasons and achievements and such to earn in older content.
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# ? May 15, 2013 13:00 |
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PUGs for the tier 1 and 2 raids from original Rift get run pretty regularly for cosmetic armor or the weekly raid quests (for PA), yeah. Reminds me, I should find a run of ROS next time it's the weekly so I can get O Herald and my Death Master title.
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# ? May 15, 2013 13:11 |
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I started a Chloroharb Mage this past weekend and have been having a blast with it, playing up to level 35 or so. Pyro in dungeons and even Chloro in dungeons has been a really fun experience too. One expansion in, and Rift is even better than it used to be.
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# ? May 15, 2013 13:15 |
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Hugoon Chavez posted:Is there an EU guild by any chance? Nah but the US guild is fine. I played there for a couple of months last spring and even though I'm from GMT+2 there was always someone around. The lag isn't bad either, couldn't really notice a difference between EU servers and US ones.
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# ? May 15, 2013 13:22 |
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Is it possible to add the Raptr game time/expansion to an account made at launch?
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# ? May 15, 2013 13:32 |
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^^ Sure is.Der Shovel posted:Nah but the US guild is fine. I played there for a couple of months last spring and even though I'm from GMT+2 there was always someone around. The lag isn't bad either, couldn't really notice a difference between EU servers and US ones. Yeah, the latency when going from the EU to the US or vice-versa is shockingly low. I got something like 130ms latency going to the EU servers from the US back when I was playing with EU friends (I figured if I was on a third shift schedule, it made since to play there; this was dumb).
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# ? May 15, 2013 13:33 |
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Have they added a "the Grim" suffix yet? I need to make my guy Grim Grimmerson the Grim.
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# ? May 15, 2013 13:50 |
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Chyea posted:Is it possible to add the Raptr game time/expansion to an account made at launch? I don't know, I added the Raptr expansion to my account and it upgraded it but didn't give any game time. So I think it only includes game time on new accounts.
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# ? May 15, 2013 13:56 |
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The time will only work for new accounts, yeah.
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# ? May 15, 2013 13:57 |
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YourHumbleMessiah posted:The time will only work for new accounts, yeah. No, I got the 30 days on my account, basically same as adding a time card.
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# ? May 15, 2013 13:57 |
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The newest Raptr reward straight up states that too.
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# ? May 15, 2013 14:30 |
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Kyrosiris posted:I would honestly love to watch someone play Shaman without macros. They'd have to be a drat concert pianist, I reckon. There's almost no reason to play shaman without macros though, unless you're just cycling through the AoE spam rotation. I do use separate macros to make sure I don't Frozen Wrath or Combined Effort a target that will die in less than 15 seconds but you'd have to ask a better Shaman player to figure out how to optimize better than that. Also macros simplify things but just using them as your rotation without regard for raid cooldowns and encounter mechanics can hurt your performance. They don't play the game for you, they just make it so you don't need to hit 5 different buttons to satisfy your non-physical ability use as a Shaman.
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# ? May 15, 2013 15:39 |
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Admittedly, the macro system is just sort of bandaging over a significant problem (having 4 or 5 "junk" abilities that you need to press but which themselves do not do anything interesting), but it's an appreciated bandage. I have the manual dexterity of a boulder, so the fewer buttons I have to press, the happier I am.
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# ? May 15, 2013 15:44 |
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Listen, how else am I supposed to tank and answer tells and eat sandwiches and watch TV at the same time if I don't have my one true macro?
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# ? May 15, 2013 16:15 |
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Kyrosiris posted:No, I got the 30 days on my account, basically same as adding a time card. I don't know if there was a different reward and they changed it, but as of last night an existing account does not get time, just the expansion.
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# ? May 15, 2013 16:15 |
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Vermain posted:Admittedly, the macro system is just sort of bandaging over a significant problem (having 4 or 5 "junk" abilities that you need to press but which themselves do not do anything interesting), but it's an appreciated bandage. I have the manual dexterity of a boulder, so the fewer buttons I have to press, the happier I am. Yeah, that's one of my few complaints - having a number of abilities that are all "Instant - deal XXX damage - cooldown 8 seconds" or something, with no other interesting effects.
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# ? May 15, 2013 16:18 |
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Just chiming in to say that I also got the 30 days and expansion on an existing account that I'd bought at launch with the Raptr thing.
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# ? May 15, 2013 16:44 |
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Well, I didn't get the time with my expansion, and that sucks now I can't play for a month!
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# ? May 15, 2013 17:11 |
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Vermain posted:Admittedly, the macro system is just sort of bandaging over a significant problem (having 4 or 5 "junk" abilities that you need to press but which themselves do not do anything interesting), but it's an appreciated bandage. I have the manual dexterity of a boulder, so the fewer buttons I have to press, the happier I am. This is one of the reasons I enjoy Mage so much. Archon is really the only soul I have a "spam" macro. All of my other macros are @mouseoverui or @focus casts for quick healing/cleansing. edit: I have one for my harbinger soul but I only use that for lazy farming poo poo. necrotic fucked around with this message at 17:29 on May 15, 2013 |
# ? May 15, 2013 17:24 |
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Can someone explain this Raptr thing? I got the expansion for free from some purchase on Steam so i thought i might check it out again. Also, i had a lvl 50 rogue and warrior, which one is better for pvp?
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# ? May 15, 2013 17:29 |
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malhavok posted:Can someone explain this Raptr thing? I got the expansion for free from some purchase on Steam so i thought i might check it out again. Also, i had a lvl 50 rogue and warrior, which one is better for pvp? Raptr is a gaming-centric social networking site / IM client that tracks your gameplay statistics similar to what Last.fm does for music. They also do promotional giveaways where you can earn rewards for playing certain games or whatever. Recently they were giving away copies of Rift and Storm Legion as well as codes for a Raptr pet and some other in-game swag.
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# ? May 15, 2013 17:34 |
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Is it still possible to do that Raptr deal for a free 30 day sub?
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# ? May 15, 2013 18:49 |
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I bought this at release and played kinda-sorta on/off. The issues I had were the world was kinda dull and I was put off by 'just macro everything together, mash 3 buttons' to play characters. Considering playing again, so I have to ask, has the latter changed at all? I don't like super button bloat, but I also think macroing it all together is kind of boring. Are there any soul set ups at the moment that are effective and can be played to great effect without macroing all your abilities together?
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# ? May 15, 2013 18:56 |
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Kuai posted:Is it still possible to do that Raptr deal for a free 30 day sub? Yep, I created a new trial account and did the Raptr thing to get the game for free and 30 days for free, if that's what you mean.
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# ? May 15, 2013 19:05 |
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necrotic posted:This is one of the reasons I enjoy Mage so much. Archon is really the only soul I have a "spam" macro. All of my other macros are @mouseoverui or @focus casts for quick healing/cleansing. Harbinger is great. If you jiggle around like a lunatic during combat, you can get almost everything you need into a single macro (for single target, anyways).
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# ? May 15, 2013 19:17 |
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# ? May 13, 2024 08:07 |
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Tsurupettan posted:I bought this at release and played kinda-sorta on/off. The issues I had were the world was kinda dull and I was put off by 'just macro everything together, mash 3 buttons' to play characters. Considering playing again, so I have to ask, has the latter changed at all? I don't like super button bloat, but I also think macroing it all together is kind of boring. Are there any soul set ups at the moment that are effective and can be played to great effect without macroing all your abilities together? Honestly, if you think anything can be reduced to mashing 3 buttons aside from the Shaman AoE rotation (which is 3 non-macro'd buttons!) or a solo spec (in which simplicity is more important than optimal results you probably aren't playing the rotation as tightly as you can be. (I've heard nightblade is a button light spec too though). Macros just reduce the book-keeping on the rotation so you can focus on getting the most out of your cooldowns. Also healers are very macro-light in general aside from a res or cooldown yell macro, reactive healing can't really be macro'd and predictive healing still needs to be prepared to perform cooldowns. And if you have something against putting shock pulse at the bottom of every warrior macro then I don't know why you hate fun .
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# ? May 15, 2013 19:46 |