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  Click here to go to the first Rift Team post in this thread.   Thread: Rogue 1.11

  1.   Click here to go to the next Rift Team post in this thread.   #1
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    Rogue 1.11

    ROGUES
    Several mechanical changes have been made to the Rogue and combat in general for Storm Legion. Because of these changes, multiple abilities have either been removed and replaced, or adjusted to appropriate values. For all of the souls, their primary functions remain the same. There are some changes to the combat rotations for a few of the Rogues as we attempt to reduce the reliance on macros and improve the overall gameplay experience for specific Souls
    * Combo Points now persist on the Rogue and are no longer lost when the target dies.
    * Energy regeneration and Energy costs of all abilities have been adjusted to increase the time it takes for the Rogue to be energy starved, and reduce the reliance of cost reduction buffs like Anthem of Fervor to do competitive DPS.
    * Energy costs of Finishers are no longer reduced with more Combo Points. Instead, their damage increases exponentially with more Combo Points used.
    * Self buffing Finishers like Scourge of Darkness or Meditative Trance no longer require an enemy target to be executed.


    ASSASSIN
    Assassins are masters of stealth and selectively take down weaker opponents by catching them off guard. They specializes in single combat and are vulnerable when dealing with multiple opponents.

    Assassin Gift: Assassin Mastery - Damage is increased by 1% for every point added into the Assassin soul.

    Major Ability Changes:
    * Assassin Poisons: These are now only triggered by ability attacks and are no longer triggered by autoattacks. The 1 second internal cooldown of these procs has been removed.
    * Savage Strike: Now deals 5% more damage when used from behind the target.
    * Final Blow: Now deals 5% more damage when used from behind the target.
    * Puncture: Now grants 1 Combo Point.
    * Serpent Strike: Cooldown increased to 20 seconds. If Serpent Strike is executed after a Critical Hit, the next cooldown is only 8 seconds.
    * Magnify Pain: Now applies a debuff on the target on a critical hit, increasing their damage taken by 1-5%.
    * Serrated Blades: Now scales with Attack Power.

    New Root Abilities:
    * Malicious Poison: Unlocked with 54 points in the soul. Weapon ability attacks have a 20% chance to deal Water damage and give the Rogue 2 Energy.
    * Leaping Plunge: Unlocked with 58 points in the soul. You leap to the enemy, dealing Water damage on impact. Awards 1 Combo Point. 8 second cooldown.
    * Master of Poisons: Unlocked with 61 points in the soul. The Rogue can now apply up to 3 different weapon enchantments.

    Removed Root Abilities:
    * Malicious Strike
    * Cut and Run

    New Soul Tree Abilities:
    * Manslaughter: Unlocked at Tier 8. Assassin Finishers have a 20% chance per Combo Point to apply Expose Weakness to the enemy.
    * Heartseeker: Unlocked at Tier 8. Increases the damage of Assassin attacks by 4-20%.
    * Enfeebling Poison: Unlocked at Tier 8. Weapon ability attacks have a 20% chance to deal Water damage and cause the affected target to deal 10% less damage to the Rogue.
    * Thread of Death: Unlocked at Tier 9. Allows one ability that requires Stealth to be used while out of Stealth during the next 5 seconds.

    Removed Soul Tree Abilities:
    * Double Cross
    * Baneful Touch


    BARD
    These musicians are the true jack of all trades, masters of none. Their tunes motivate and heal allies, and weaken and hurt enemies.

    Bard Gift: Bard Mastery - Increases damage by 0.75%, increases healing by 0.5% and increases Endurance by 0.5% for each point spent in the Bard soul.

    Major Ability Changes:
    * Bard attacks are now considered ranged weapon attacks and will benefit from any buffs to ranged weapon attacks.
    * Motif of Bravery: Now also increases Critical Hit chance by 5%.
    * Motif of Regeneration: Now also increases other healing done to people under Motif of Regeneration by 5%.
    * Anthem of Glory: Also increases Resistances.
    * Fanfare of Power: Increases Strength, Dexterity, Intelligence and Wisdom.
    * Deafening Music: Increases the damage of non-physical attacks by 2-10%.
    * Invigorated Soul: Your Cadence heals up to 5 party or raid members for 4-12% of your Attack Power each time it deals damage.
    * Stage Presence: All healing effects on you are increased by 2-4%.
    * Street Performer: Whenever your health goes below 30%, your movement speed is increased by 5-10% and all healing effects on you are increased by 5-10%.
    * Bardic Inspiration: Codas have a 20% chance per Combo Point to refresh existing Motifs.
    * Cadence: Now allows you to move while channeling.

    New Root Abilities:
    * Cadenza: Unlocked with 16 points in the soul. Deals Life damage over 2 seconds. Grants 1 Combo Point each second. Can be channeled while moving.
    * Multiple Oscillations: Unlocked with 54 points in the soul. Cadence and Cadenza deal damage to 3 targets, but deals 50% less damage overall.
    * Verse of Occlusion: Unlocked with 58 points in the soul. Places a shield on all party or raid members, absorbing damage. Lasts 30 seconds.
    * Orchestra of the Planes: Unlocked with 61 points in the soul. Places an aura at the Rogue's feet, increasing the damage they deal by 15%, healing group members, and dealing Life damage to up to 10 surrounding enemies over 15 seconds.

    Removed Root Abilities:
    * Motif of Focus
    * Motif of Grandeur
    * Motif of Renewal
    * Fanfare of Knowledge
    * Verse of Rebirth

    New Soul Tree Abilities:
    * Verse of Agony: Unlocked at Tier 8. Deals Life damage.
    * Harmonic Distortion: Unlocked at Tier 9. Each time a Coda is used, the Rogue has a 20% chance per Combo Point to gain Harmonic Energy, increasing damage by 5%. This buff stacks up to 5 times. Harmonic Distortion consumes 1 stack of Harmonic Energy and heals a single ally.
    * Chord of Inspiration: Unlocked at Tier 4. Your Power Chord heals up to 5 party and raid members for 4-20% of your Attack Power.
    * Improved Motif of Regeneration: Unlocked at Tier 6. Your Motif of Regeneration now affects party and raid members.
    * Advanced Music Theory: Unlocked at Tier 7. Increases the damage of Bard attacks by 10-30%.
    * Reverberation: Unlocked at Tier 8. Using a Coda has a 20% chance per Combo Point spent to apply a stacking buff to you, increasing your Attack Power by 8% per stack. Maximum 1-5 stacks.
    * Modulation: Unlocked at Tier 8. Cadenza reduces the cooldown of Verse of Agony and Verse of Vitality by 1-2 seconds per second of channel.

  2.   Click here to go to the next Rift Team post in this thread.   #2
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    BLADEDANCER
    Bladedancers are duelists and are proficient in face to face melee combat. They execute a series of rhythmic actions to boost their combat prowess.

    Bladedancer Gift: Bladedancer Mastery - Damage is increased by 1% for every point added into the Bladedancer soul.

    Major Ability Changes:
    * Deadly Dance: All Bladedancer Finishers now trigger Deadly Dance, increasing the damage of the Rogue’s next Combo Point generating ability by 3% per Combo Point used. This bonus is applied only to attacks with melee weapons.
    * Strike Back: Now scales with Attack Power.
    * Blade Finesse: Increases the damage of Finishers by 2-10%.
    * Combat Expertise: Increases the damage of Combo Point generating attacks by 2-10%.
    * Contra Tempo: Increases the Attack Power and Weapon Damage contribution to your offhand attacks by 5-25%.
    * Sprint: Reduced run speed bonus to 50%. Reduced cooldown to 60 seconds.
    * Precision Strike: No longer has a cooldown, and its damage has been reduced.

    New Root Abilities:
    * Double Strike: Unlocked with 54 points in the soul. A Finisher that deals combined weapon damage plus additional damage per Combo Point.
    * Binary Strike: Unlocked with 58 points in the soul. Deals combined weapon damage. Grants 1 Combo Point. Unlocks the use of Quick Strike and Precision Strike.
    * Fated Blades: Unlocked with 61 points in the soul. A Rhythmic Action that increases Attack Power contribution to all Bladedancer attacks by 100% and causes them to ignore 100% of the enemy's Armor. Lasts 15 seconds.

    Removed Root Abilities:
    * Maim
    * Combat Pose
    * Mass Subdue

    New Soul Tree Abilities:
    * Hack and Slash: Unlocked at Tier 4. Successful Critical Hits increase your Physical damage by 3-15% and reduce damage taken by 1-5%.
    * Dualist Pose: Unlocked at Tier 8. Successful Critical Hits with Bladedancer abilities increase your Weapon damage and Attack Power by 1-2% per stack. Maximum 5 stacks. Lasts 15 seconds.
    * Defensive Posture: Unlocked at Tier 8. Toggled ability that reduces damage taken by 20%, but also reduces Energy regeneration rate by 10 per second. Lasts until canceled.
    * Hundred Blades: Unlocked at Tier 9. Deals damage over 6 seconds on up to 5 enemies in a cone within 20 meters of the Rogue. Allows movement.

    Removed Soul Tree Abilities:
    * Unabating Steel
    * Improved Meditative Trance
    * Turn the Tide


    MARKSMAN
    These deadly ranged fighters are highly capable of overwhelming their opponents from afar. In addition, they are able to distance themselves away from danger.

    Marksman's Gift: Marksman Mastery - Damage is increased by 1% for every point added into the Marksman soul.

    Major Ability Changes:
    * Swift Shot: The movement speed buff is no longer removed by any Finishers. No longer has to stack, and applies the full 15% run speed bonus on the first application.
    * Eradicate: Now has a 5 second cooldown.
    * Crossfire: Now deals Air damage over 4 seconds on up to 5 enemies in a frontal cone. Damaged enemies are additionally knocked back if close to the Rogue. No longer requires a targeted enemy to use this ability.
    * Keen Eye: Also increases the Attack Power and Weapon Damage contribution to ranged weapon attacks by 1-5%.
    * Single Minded Focus: Now increases the damage of all attacks by 1-5%.
    * Killer Instinct: Increases the Critical Hit chance of cast time and channeled attacks by 5-10%.
    * Master Archer: Marksman attacks deal 3-9% more damage.
    * Collateral Damage: Now also increases the damage of single target ranged weapon attacks by 1-3%.
    * Controlled Fire: No longer a root ability - now unlocked at Tier 7. Reduces Energy cost of ranged weapon attacks by 1-5%. Increases the damage of ranged weapon attacks by 4-20%.
    * On the Double: Reduced run speed bonus to 50%.

    New Root Abilities:
    * Sentry Battery: Unlocked with 54 points in the soul. Channeled ability. Deals damage to all enemies between the Rogue and the enemy target over 5 seconds. Reduces Energy by 5 for every second channeled.
    * Static Shock Munitions: Unlocked with 58 points in the soul. Causes ranged weapon attack abilities to deal additional Air damage to surrounding enemies. Lasts 1 hour.
    * Free Recoil: Unlocked with 61 points in the soul. Causes the next Marksman Finisher to consume only 2 Combo Points.

    New Soul Tree Abilities:
    * Chain Destruction: Unlocked at Tier 8. 5 second channeled ability. Deals Air damage to 2 enemies. The number of targets affected increases while channeling.
    * Decoy: Unlocked at Tier 9. Summons a Decoy that fights with the Rogue for 15 seconds.
    * Full Metal Jacket: Unlocked at Tier 2. Increases your Critical Hit chance with Swift Shot and Hasted Shot by 5-10%.
    * Improved Static Shot: Unlocked at Tier 6. Your Static Shot no longer breaks on damage.
    * Lock N Load: Unlocked at Tier 7. Marksman Finishers have a 20% chance per Combo Point to reset the cooldown of Empowered Shot and cause the next Empowered Shot to become instant cast.
    * Shoot to Kill: Unlocked at Tier 8. Your Marksman Finishers increases the damage of Marksman combo point generating attacks by 2-10% per Combo Point. Lasts 15 seconds.

    Removed Soul Tree Abilities:
    * Sharpshooter
    * Improved Swift Shot

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    NIGHTBLADE
    Nightblades are melee combatants who enchant their weapons with the planes of Fire and Death to destroy their opponents. They are also able to damage enemies from a short distance.

    Nightblade Gift: Nightblade Mastery - Damage is increased by 1% for every point added into the Nightblade soul.

    Major Ability Changes:
    * Nightblade weapon enchantments: These are now only triggered by ability attacks and not by autoattacks. The 1 second internal cooldown of these procs has been removed.
    * Ebon Fury: Twilight Force and Dusk Strike no longer cost energy. Lasts 15s.
    * Dusk Strike: No longer has a cooldown. Each time Dusk Strike is used, you gain Emptiness, a stacking buff, which increases the damage of your Dusk Strike by 10% per stack, and increases its cost by 3 per stack. Now grants 1 Combo Point.
    * Enkindle: No longer increases the Attack Power bonus of Fire and Death based attacks. It now increases the maximum stack size of Fiery Spike by 1-2.
    * Blackout: No longer a root ability - unlocked at Tier 8 in the soul tree. It now increases the number of Charges of Scourge of Darkness by 2-10.
    * Improved Twilight Force: Renamed to State of Sloth.
    * Melted Skin: Hellfire Blades and Smoldering Blades buff you for 15 seconds when they proc, increasing your damage by 3-5%.
    * Twilight Force: No longer has a cooldown.
    * Eventide: Increases the damage of Twilight Force and Dusk Strike by 5-10%. Reduces the energy cost of Primal Strike by 1-2.

    New Root Abilities:
    * Touch of Darkness: Unlocked with 44 points in the soul. Ebon Terror, Dark Malady, Smother and Death from the Shadows deal additional Death damage, but their range is reduced to 5 meters.
    * Ebon Blades: Unlocked with 54 points in the soul. Weapon ability attacks have a 20% chance to deal Water damage and debuff the enemy, causing them to take 2% more damage from the Rogue. Stacks up to 5 times.
    * Blazing Path: Unlocked with 58 points in the soul. Teleports 15 meters forward, leaving behind a trail of fire that deals Fire damage over 6 seconds.
    * Dark Descent: Unlocked with 61 points in the soul. The Rogue's next 2 Finishers do not consume Combo Points. Lasts 15 seconds.

    Removed Root Abilities:
    * Twilight Shelter

    New Soul Tree Abilities:
    * Burning Rage: Unlocked at Tier 1. Increases Attack Power and Weapon Damage by 2-10%.
    * Scorch and Wither: Unlocked at Tier 7. Non-physical attacks ignore 4-12% to the enemy’s resistance.
    * Ignited Weapons: Unlocked at Tier 8. Blazing Strike, Flame Thrust and Flame Blitz cause the enemy to burn for additional Fire damage equal to 50-100% of your weapon damage over 4 seconds.
    * Death from the Shadows: Unlocked at Tier 8. A 'From Stealth' attack that deals Death damage. Grants 3 Combo Points.
    * Flame Blitz: Unlocked at Tier 9. A Finisher that deals Fire damage on up to 5 enemies. If the target is affected by Fiery Spike, applies Fiery Spike to all enemies hit.


    RANGER
    With a ranged weapon and a faithful companion, Rangers are highly competent in combat. Their affinity with their companion makes them a force to be reckoned with.

    * Ranger Gift: Ranger Mastery - Damage of the Rogue and the pet is increased by 1% for every point added into the Ranger soul.

    Major Ability Changes:
    * Head Shot: Now also increases the pet’s damage by 5%.
    * Splinter Shot: Now grants 1 Combo Point. No longer has a cooldown.
    * Predatory Instincts: Increases the Rogue and the pet’s Attack Power by 5%.
    * Concussive Blast: Cooldown has been reduced to 10 seconds. Affected enemies who are interrupted while spellcasting are no longer silenced.
    * Feral Instincts: Increases the Rogue and the pet’s damage by 5%.
    * Bolster: Reduces the damage you and the pet take by 1-3%.
    * Bestial Fury: Your Head Shot now also increases your damage by 5%.
    * Double Shot: Now scales with Attack Power.
    * Master Huntsman: No longer reduces the cooldown of the Razorbeast’s Razor Quills. Instead, it increases the Armor of your Razorbeast by 20-40%.
    * King of the Jungle: Increases your pet's damage by 5% and reduces the damage your pet takes from area of effect attacks by 65%. For every point spent in the Ranger Soul above 21, the damage taken from area of effects is reduced by 1%, up to a maximum of 95%.
    * Steady Hand: Increase you and your pet's Attack Power by 4-20%.

    New Root Abilities:
    * Ravenous Instincts: Unlocked with 48 points in the soul. Increases the Rogue and their pet’s Critical Power by 100%.
    * Multiple Instincts: Unlocked with 54 points in the soul. You can now activate 2 Instincts at a time.
    * Twin Shot: Unlocked with 58 points in the soul. Fires 2 shots and deals additional damage per Combo Point with each shot.
    * Animalism: Unlocked with 61 points in the soul. Increases damage of the Rogue and the pet by 30%. Lasts 15 seconds

    Removed Root Abilities:
    * Track Beasts
    * Track Humanoids
    * Crippling Shot

    New Soul Tree Abilities:
    * Thrill of the Kill: Unlocked at Tier 3. Increases the damage of Quick Shot and Splinter Shot by 5-10%.
    * Wilderness Training: Unlocked at Tier 2. Increases Physical damage by 2-10%.
    * Fast and Furious: Unlocked at Tier 7. Reduces the cast time of your Splinter Shot and Shadow Fire by 50-100%. Reduces their energy cost by 5-10.
    * Survival of the Fittest: Unlocked at Tier 8. Reduces the global cooldown of your pet's attacks by 0.1-0.5 seconds.
    * Spirit of the Wilderness: Unlocked at Tier 8. 15% of the damage done by the pet heals the Rogue. Lasts 1 hour.
    * Ace Shot: Unlocked at Tier 9. Deals damage and adds a debuff that causes the Rogue's pet to deal 15% more damage to the enemy for 60 seconds. Grants 1 Combo Point.

    Removed Soul Tree Abilities:
    * Exposure
    * Improved Quick Shot

  4.   Click here to go to the next Rift Team post in this thread.   #4
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    RIFTSTALKER
    Blessed by planar forces, these mobile teleporting beasts are made to bear the brunt of battle, capable of outlasting their enemies in prolonged combat.

    Riftstalker Gift: Riftstalker Mastery - Increases Armor by 2%, Resistances by 2.5%, Endurance by 1.5%, and 0.5% additional damage dealt for each point spent in the Riftstalker soul.

    Major Ability Changes:
    * Scatter the Shadows: No longer grants immunity. Now removes all Curses, Diseases, and Poisons, and reduces damage taken by 90% for 5 seconds.
    * Exceptional Resilience: Reduces the damage you take from spells by 5-15%.
    * Improved Guardian Phase: Increases the Endurance from Guardian Phase by 5-15%.
    * Shadow Guard: Whenever you take damage while below 30% health, you gain an absorption shield for up to 20 seconds, absorbing 5-15% incoming damage up to a total amount equal to 5-15% of your Maximum Health. Can only occur once every 20 seconds.
    * Planar Vortex: Now scales with Attack Power.

    New Root Abilities:
    * Constant Deviation: Unlocked with 36 points in the soul. Causes the Rogue to deal 30% more damage but take 30% more damage while active. Toggled ability, lasts until canceled.
    * Power of the Planes: Unlocked with 54 points in the soul. Finisher that buffs the Rogue for a duration based on Combo Points, causing them to gain a stacking buff. Each time they Dodge, Deflect or Parry an attack, their Weapon Damage and Attack Power is increased by 5% for 20 seconds. 10 stacks Maximum.
    * Planebound Aegis: Unlocked with 58 points in the soul. Activates a buff absorbing up to 50% of the Rogue's Maximum Health. Explodes upon expiration, dealing Physical damage based on the amount of the absorb shield remaining. Lasts 10 seconds.
    * Soul Coalescence: Unlocked with 61 points in the soul. Each time Planar Strike or Phantom Blow is used, the Rogue gains Soul Synthesis, increasing their damage by 1%. This buff stacks up to 30 times. Soul Coalescence consumes Soul Synthesis, healing the Rogue for 0.5% of their max health per stack.

    Removed Root Abilities:
    * Track Air Creatures
    * Shadow Warp
    * Planar Switch

    New Soul Tree Abilities:
    * Strengthened Will: Unlocked at Tier 3. Increases your Resistances by 3-15%.
    * Planar Boost: Unlocked at Tier 3. Using a Combo Point generating ability to gain a 5th Combo Point, or when you already have 5 Combo Points, will add a buff to you that increases your damage dealt by 2% per stack. Stacks up to 5 times.
    * Planar Splash: Unlocked at Tier 7. Reduces the damage of Planar Strike and Phantom Blow by 20%. Causes Planar Strike and Phantom Blow to deal weapon damage to up to 10 enemies. Toggled ability.
    * On Guard: Unlocked at Tier 8. Increases your Deflect chance by 1-5% and reduces the damage you take when deflecting by 1-5%.
    * Wrath of the Planes: Unlocked at Tier 8. Deals additional damage per Combo Point on up to 10 enemies. Reduces the Hit chance 5% for 15 seconds on each enemy hit. Generates additional threat.
    * Planar Rejuvenation: Unlocked at Tier 9. Heals you for 10% of your Maximum Health over 20 seconds after Plane Shifting.

    Removed Soul Tree Abilities:
    * Rift Scavenger
    * Freedom of Movement
    * Improved Guarded Steel


    SABOTEUR
    Armed with an arsenal of Charges, Bombs and Traps, Saboteurs are weapons of mass destruction. They devastate the battlefield, leaving behind death and destruction.

    Saboteur Gift: Saboteur Mastery - Damage is increased by 1% for every point added into the Saboteur soul.

    Major Ability Changes:
    * All Bombs and Charges are now considered ranged weapon attacks and will benefit from any buffs to ranged weapon attacks.
    * Annihilation Bomb: No longer stuns affected enemies.
    * Combat Wounds: Increases the damage of all damage over time attacks by 3-15%.
    * Charge Booster: Increases the damage contribution from your weapon and Attack Power to Shrapnel Charge and Caltrop Charge by 8-40%, to Blast Charge and Spike Charge by 2-10%.

    New Root Abilities:
    * Splinter Bomb: Unlocked with 24 points in the soul. Deals Earth damage on up to 8 enemies. Reduces the Armor of affected enemies.
    * Embers Bomb: Unlocked with 32 points in the soul. Deals Earth damage on up to 8 enemies. Increases non-Physical damage taken by affected enemies by 5%.
    * Enfeebling Trap: Unlocked with 48 points in the soul. Places a trap at the Rogue's location. When triggered, stuns the enemy for 4 seconds.
    * Spike Bomb: Unlocked with 54 points in the soul. Deals damage to enemies moving in the target area. Lasts 10 seconds.
    * Immolation Trap: Unlocked with 58 points in the soul. Places a trap at the Rogue's location. When triggered, it ignites the ground, dealing Fire damage every second to up to 8 enemies in the area.
    * Molotov Cocktail: Unlocked with 61 points in the soul. Throws a Molotov Cocktail towards the target, dealing Fire damage along the projectile's trail and Fire damage over 10 seconds on up to 8 enemies in the target area.

    Removed Root Abilities:
    * Track Constructs
    * Splinter Charge
    * Embers Charge
    * Concussive Charge
    * Debilitating Trap

    New Soul Tree Abilities:
    * Advanced Combat Training: Unlocked at Tier 2. Increases all damage by 1-5%.
    * Armor Fragmentation: Unlocked at Tier 2. Blast Charge and Shrapnel Charge ignore 25-50% of the target’s armor.
    * Military Strategist: Unlocked at Tier 6. Increases your maximum Energy by 5-10. Increases the damage of all Saboteur area of effect abilities by 5-10%.
    * Mass Destruction: Unlocked at Tier 8. Increases the damage of area of effect attacks by 4-20%.
    * Trap Extension: Unlocked at Tier 8. Enables the Rogue to set Traps and Land Mines at a ground target location. Toggled ability.
    * Cloud Maker: Unlocked at Tier 9. Applies a Time Bomb on the target, dealing damage to 5 enemies after 4 seconds. Affected enemies have an additional Time Bomb placed on them, dealing damage to another 5 enemies after 4 seconds.

    Removed Soul Tree Abilities:
    * Long Range Bombing
    * Remote Clipping
    * Improved Blast Charge
    * Improved Detonate

  5. #5
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    For those of you who, like me, were curious as to what has changed between the Rogue Overview opening post and this one for each soul, versus changes between Live and SL, here's what I got comparing Ailion's 1.11 post to that one. Any differences in text/details are noted in red. Apologies if I missed anything.

    Rogues
    * Energy costs of Finishers are no longer reduced with more Combo Points. Instead, their damage increases exponentially with more Combo Points used.

    Assassin
    No alterations?

    Bard
    * Orchestra of the Planes: Unlocked with 61 points in the soul. Places an aura at the Rogue's feet, increasing the damage they deal by 15%, healing group members, and dealing Life damage to up to 10 surrounding enemies over 15 seconds.

    Bladedancer
    * Dualist Pose: Unlocked at Tier 8. Successful Critical Hits with Bladedancer abilities increase your Weapon damage and Attack Power by 1-2% per stack. Maximum 5 stacks. Lasts 15 seconds.
    * Precision Strike: No longer has a cooldown, and its damage has been reduced.
    * Sprint: Reduced run speed bonus to 50%. Reduced cooldown to 60 seconds.

    Marksman
    * Collateral Damage: Now also increases the damage of single target ranged weapon attacks by 1-3%.
    * On the Double: Reduced run speed bonus to 50%.
    * Swift Shot: The movement speed buff is no longer removed by any Finishers. No longer has to stack, and applies the full 15% run speed bonus on the first application.

    Nightblade
    * Dusk Strike: No longer has a cooldown. Each time Dusk Strike is used, you gain Emptiness, a stacking buff, which reduces the damage of your Dusk Strike by 15% per stack, and increases its cost by 15% per stack. Now grants 1 Combo Point.
    * Ebon Fury: Now removes stacks of Emptiness, and causes your Dusk Strike to no longer trigger Emptiness for 15 seconds.
    * Eventide: Now only increases the damage of Twilight Force and Dusk Strike by 5-10%.
    * Twilight Force: No longer has a cooldown.

    Ranger
    * Ravenous Instincts: Unlocked with 48 points in the soul. Increases the Rogue and their pet’s Critical Power by 100%.
    * Splinter Shot: Now grants 1 Combo Point. No longer has a cooldown.
    * Steady Hand: Increase you and your pet's Attack Power by 4-20%.

    Riftstalker
    * Planar Boost: Unlocked at Tier 3. Using a Combo Point generating ability to gain a 5th Combo Point, or when you already have 5 Combo Points, will add a buff to you that increases your damage dealt by 2% per stack. Stacks up to 5 times.

    Saboteur
    * Range of all Charges and Bombs are now set at 30m. (This note is not present on the 1.11 notes listing, so either it's no longer a patch note notable change or was removed.)
    * Armor Fragmentation: Unlocked at Tier 2. Blast Charge and Shrapnel Charge ignore 25-50% of the target’s armor.
    * Charge Booster: Increases the damage contribution from your weapon and Attack Power to Shrapnel Charge and Caltrop Charge by 8-40%, to Blast Charge and Spike Charge by 2-10%.
    * Cloud Maker: Unlocked at Tier 9. Applies a Time Bomb on the target, dealing damage to 5 enemies after 4 seconds. Affected enemies have an additional Time Bomb placed on them, dealing damage to another 5 enemies after 4 seconds.

  6. #6
    The newest changes look like improvements over the older version. However I would really like to know the reasoning why every single rogue soul relies on stacking buffs or debuffs/dots now.

    Assassin - Serrated Blades (easy stack but the soul also demands impale and puncture ticking on target for damage)
    Bard - Harmonic Distortion, Reverberation
    Bladedancer - Dualist Pose
    Marksman - Silver Tip Munitions
    Nightblade - Fiery Spike, Ebon Blades
    Ranger - Rend
    Riftstalker - Power of the Planes, Planar Boost
    Saboteur - High Explosives

    It just looks like a conscious design decision to push rogues towards long ramp up times. Are rogues supposed to be have higher sustained dps than the alternatives from other callings without such build up times to compensate the lost dps in the beginning of a fight and on every target switch? I'm especially worried about nightblade since its ability to switch targets has been nerfed so badly.

  7. #7
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    Quote Originally Posted by Ailion View Post
    * Precision Strike: No longer has a cooldown, and its damage has been reduced.
    ...

    * Dualist Pose: Unlocked at Tier 8. Successful Critical Hits with Bladedancer abilities increase your Weapon damage and Attack Power by 1-2% per stack. Maximum 5 stacks. Lasts 15 seconds.
    Precision strike no longer having a CD is a little worrying. It's not quite a spamable 2CP builder. It does seem close though. However, on live Precision strike was around 5% of my dps, as opposed to quick strike being around 50%. If nothing else, BD seems to be the one build that could achieve max stacks of Planar boost in a reasonable amount of time.

    I'm not sure if the Dualist Pose is nerf or a slight buff. Either way I do agree that it needed to be brought down from the 30% AP buff it provided in the previous version. Especially given that

    I'd like a little clarification, does increased weapon damage mean increased damage with weapons, or does it mean increased auto attack damage? Given that it now shows up in NB and BD. I'm guessing it is the second but hoping it's the first.

    Thanks Gery for putting together the list of changes. The wind up question will be important, especially with how it is related to the other classes. Personally I'm guessing it's added so that rogues have better sustained dps. If anything Assassin is all front loaded dps with only bleeds for sustain.
    Continue

  8. #8
    Junior Member Montage's Avatar
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    Pretty mixed bag here, gonna have to see first.

    I don't get all the +damage for Riftstalker. Why all the damage increases?

  9. #9
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    Quote Originally Posted by Ailion View Post
    BLADEDANCER
    MARKSMAN
    These deadly ranged fighters are highly capable of overwhelming their opponents from afar. In addition, they are able to distance themselves away from danger.

    Marksman's Gift: Marksman Mastery - Damage is increased by 1% for every point added into the Marksman soul.

    Major Ability Changes:
    * Swift Shot: The movement speed buff is no longer removed by any Finishers. No longer has to stack, and applies the full 15% run speed bonus on the first application.
    * Eradicate: Now has a 5 second cooldown.
    * Crossfire: Now deals Air damage over 4 seconds on up to 5 enemies in a frontal cone. Damaged enemies are additionally knocked back if close to the Rogue. No longer requires a targeted enemy to use this ability.
    * Keen Eye: Also increases the Attack Power and Weapon Damage contribution to ranged weapon attacks by 1-5%.
    * Single Minded Focus: Now increases the damage of all attacks by 1-5%.
    * Killer Instinct: Increases the Critical Hit chance of cast time and channeled attacks by 5-10%.
    * Master Archer: Marksman attacks deal 3-9% more damage.
    * Collateral Damage: Now also increases the damage of single target ranged weapon attacks by 1-3%.
    * Controlled Fire: No longer a root ability - now unlocked at Tier 7. Reduces Energy cost of ranged weapon attacks by 1-5%. Increases the damage of ranged weapon attacks by 4-20%.
    * On the Double: Reduced run speed bonus to 50%.

    New Root Abilities:
    * Sentry Battery: Unlocked with 54 points in the soul. Channeled ability. Deals damage to all enemies between the Rogue and the enemy target over 5 seconds. Reduces Energy by 5 for every second channeled.
    * Static Shock Munitions: Unlocked with 58 points in the soul. Causes ranged weapon attack abilities to deal additional Air damage to surrounding enemies. Lasts 1 hour.
    * Free Recoil: Unlocked with 61 points in the soul. Causes the next Marksman Finishers to consume only 2 Combo Points.

    New Soul Tree Abilities:
    * Chain Destruction: Unlocked at Tier 8. 5 second channeled ability. Deals Air damage to 2 enemies. The number of targets affected increases while channeling.
    * Decoy: Unlocked at Tier 9. Summons a Decoy that fights with the Rogue for 15 seconds.
    * Full Metal Jacket: Unlocked at Tier 2. Increases your Critical Hit chance with Swift Shot and Hasted Shot by 5-10%.
    * Improved Static Shot: Unlocked at Tier 6. Your Static Shot no longer breaks on damage.
    * Lock N Load: Unlocked at Tier 7. Marksman Finishers have a 20% chance per Combo Point to reset the cooldown of Empowered Shot and cause the next Empowered Shot to become instant cast.
    * Shoot to Kill: Unlocked at Tier 8. Your Marksman Finishers increases the damage of Marksman combo point generating attacks by 2-10% per Combo Point. Lasts 15 seconds.

    Removed Soul Tree Abilities:
    * Sharpshooter
    * Improved Swift Shot
    I just realized, with the Master Archer change, MM can run wherever they want and not lose out on any of their dps. And with Empowered shot being instacast after a 5 CP finisher, they can kite all day long. Now if sentry battery allows movement as well....
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    ** Quote Removed to reduce confusion **

    **EDIT** fixed by Ailion post removed to reduce confusion.

  11.   Click here to go to the next Rift Team post in this thread.   #11
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    Quote Originally Posted by Malvolio View Post
    Im confused, does it reduce non physical damage taken by the rogue or increase damage done by the rogue?
    Increases non-phy damage taken by everyone. Its a raid debuff. I will update the notes.

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    so for ~ 12 points in ranger, youll get 5% attack power bonus and 14% to physical attacks?

    Ranger + Riftstalker/sab/marksman + Assassin anyone?

    Ranger, Sab and MM all now have some very very attractive damage and AP mods quite low in the tree.

    Ranger in particular with Killing Focus (4%) and Wilderness Training (10%) both available for what looks like 12 points, and along the way getting those damage bonuses you pickup Predatory Instincts (5% ap)...

    Good value for points spent there.

    Riftstalker supported melee builds look alot more expensive now having to go 18 points deep for stalker phase when ranger is looking like delivering very very similar results (without blinking and its associated problems) and potentially 5 or 6 points cheaper for the support soul.

  13. #13
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    Actually theres quite a few souls now that do similar.
    Not all equally however.

    Ailion, could you please clarify:

    * Burning Rage: Unlocked at Tier 1. Increases Attack Power and Weapon Damage by 2-10%.
    Is this to be read as a mod to your weapons effectiveness in a similar was as say whetstones?
    Does it apply to all weapons (including range)?
    Is it white damage only (auto attacks) or all attacks?

    This one just stood out to me as being intentionally quite different to other souls that were modifying %damage altogether.

    Thanks.
    -W

  14. #14
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    Quote Originally Posted by Ailion View Post
    Increases non-phy damage taken by everyone. Its a raid debuff. I will update the notes.
    I assume by everyone you mean by the mobs affected, correct? Not such a good raid debuff if it means that the raid takes more damage

  15. #15
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    Quote Originally Posted by Gery View Post
    The newest changes look like improvements over the older version. However I would really like to know the reasoning why every single rogue soul relies on stacking buffs or debuffs/dots now.

    Assassin - Serrated Blades (easy stack but the soul also demands impale and puncture ticking on target for damage)
    Bard - Harmonic Distortion, Reverberation
    Bladedancer - Dualist Pose
    Marksman - Silver Tip Munitions
    Nightblade - Fiery Spike, Ebon Blades
    Ranger - Rend
    Riftstalker - Power of the Planes, Planar Boost
    Saboteur - High Explosives

    It just looks like a conscious design decision to push rogues towards long ramp up times. Are rogues supposed to be have higher sustained dps than the alternatives from other callings without such build up times to compensate the lost dps in the beginning of a fight and on every target switch? I'm especially worried about nightblade since its ability to switch targets has been nerfed so badly.
    This.

    I'm not saying it's a bad change because I didn't get to test it yet. But I would love to know the motivations behind this design decision as well.

    Off the top of my head, in the current live content, I can think of a few encounters where transition phase are long enough for our stacking buff to expire or where there is so much target switching that we would spend most of our time building stack of debuff/DoTs rather than banking on them.

  16. #16
    I dont really see the point of these new 1.11 threads are for.... dont we already have the change list? Was it not easily understandable?

  17.   This is the last Rift Team post in this thread.   #17
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    Quote Originally Posted by Warhaz View Post
    Actually theres quite a few souls now that do similar.
    Not all equally however.

    Is this to be read as a mod to your weapons effectiveness in a similar was as say whetstones?
    Does it apply to all weapons (including range)?
    Is it white damage only (auto attacks) or all attacks?

    This one just stood out to me as being intentionally quite different to other souls that were modifying %damage altogether.

    Thanks.
    -W
    The contribution from your weapon DPS is increased by 10% for weapon ability attacks (pretty much all rogue attacks), not including autoattacks. It compounds with % outgoing damage.

    Whetstones are changed to increase Attack Power.

  18. #18
    The wording on the increased energy regeneration is vague.

    Is the new time of starvation 10 seconds, 60 seconds or 10 minutes vs. the 6 seconds it takes on live for everything else except MM and sabo?

  19. #19
    Quote Originally Posted by Ailion View Post
    RIFTSTALKER

    * Soul Coalescence: Unlocked with 61 points in the soul. Each time Planar Strike or Phantom Blow is used, the Rogue gains Soul Synthesis, increasing their damage by 1%. This buff stacks up to 30 times. Soul Coalescence consumes Soul Synthesis, healing the Rogue for 0.5% of their max health per stack.
    Wouldn't it be an idea to put this skill lower in the talents? Or maybe put this in place of where Rift Scavenger was in the tree? I'm not using any RS hybrid solo melee farming builds, but this skill could easily take the place of Rift Scavenger.

    Of course, I have no idea how the builds will work out right now and my suggestion could be totally unneeded.

  20. #20
    A 61 point ability that heals for 15% of your health that requires atleast 30 seconds of preparation time is completely worthless in my opinion. Something really cool should be at 61 points in every tree. Not something stupid.

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