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Thread: Welcome to the new Warrior

  1. #1
    Rift Team
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    Welcome to the new Warrior

    Hello guys and girls,

    Welcome to the Beta, I just want to take this opportunity to introduce all of you to the new Warrior. As you look at him you will notice that there have been several overhauls to the Calling. When we built the original Warrior for the release of Rift, we were operating under certain assumptions for how things would work in the game. As the game went live and matured we realized that a lot of our assumptions were flawed. I have spoken several times in the Live forums about achieving a stable foundation from which to move forward and for me, the expansion was a prime opportunity to use that foundation to launch things in the direction I think a lot of you have wanted to see.

    Some of the changes you see have to do with the foundation itself, and making sure it is as solid as we can make it. The stat that your damage is based on has changed to be primarily Strength for example, and we have removed all of the crazy hoops that we created to try and give Dual Wielding a purpose. This allowed us to make some changes that we have felt were sorely needed for a long time but which were so huge that we just did not have the ability to enact them before now. As you look through the changes, or as you examine the new Soul Trees please let us know what you think, or where it still needs work. The trees and changes are still in flux so please be aware that we will be continuing to change and tweak things, your feedback will help with the whole process. Without further ado let me introduce you to some of the changes and what we were thinking when we made them.

    Foundation Changes
    • DPS Stats - A fundamental shift has occurred in the way we determine DPS with the Warrior. Primarily we shifted their primary stat to be more based on Strength. Another thing we did is that we have changed all of the "On Crit" talents and Abilities to be based on Random values, removing Crit as such a huge necessity. The result of this is that as a player you are going to want to focus on Strength gear, for many of you that represents a shift from the Crit gear you had been focusing on.

    • Dual Wield VS 2-Handers - We originally Built the Champion to be the 2-Hander specialist and the Paragon as the Dual Wield specialist but over time we have found that this doesn't actually work out very well. First of all it pretty much kills synergy between the two unless we just make the abilities and talents usable by both anyway, which then ends up causing Balance issues. Secondly it has made balancing them for any combination of weapon types and Soul combinations almost impossible. And finally it has pigeonholed players into being one way or the other, having to choose 2-hander or dual wield to be "Top DPS" and this is not something we wanted. if you look at the Paragon or the Champion you will quickly notice that we have shifted their focus from Dual Wield and 2-Hander to Single Target DPS and AOE DPS respectively. This allows us to focus each of them into the direction of a playstyle instead of an item choice and balance them for that style, it also allows players to decide how much single target or AOE they want by speccing different amounts into each soul, and it allows you guys to choose what weapons you want to use without any detriment. From our internal testing here we have found no appreciable DPS difference between using a 2-Hander and Dual Wielding, but please test it out and let us know what you think.

    • Gifts - We have increased and balanced the use of Gifts in the Expansion to help balance Hybridization. Now when you spend points in a soul you will gain benefits based on the points spent and the soul you are spending them in.

    • Unlocks - Currently in Rift you unlock most of your abilities early in the tree which gives you a lot of reason to spec low in trees but limits what we can do later in the tree and consequently makes it undesirable to go deep in any Soul except to get overpowered endgame abilities. We have changed the unlock cadence to unlock a new ability every 4 levels instead of every 2 up to 20 and then every 6. You will notice in places we have broken this rule, like giving you Finishers at level 2.

    • Survivability - DPS warriors have had a huge problem with survivability, you will find in the new DPS souls that we have added elements to help them survive better. We have also made changes to the Warlord to use with a DPS build to help make them more survivable. Please let us know if you feel this is enough or too far or what else you would like to see. be aware that this does not affect the Tanking souls (Except the Warlord).


    Soul Changes
    • Beastmaster - One of the big issues we have always had is the lack of a support soul. originally this was supposed to be the Warlord, I will go into that more in the Warlord section. Like the Warlord though the Beastmaster has always struggled with his place in the game, and so we have changed the Beastmaster into a support soul. He still has his Cat and his DPS is still based on his bleeds which enhance his pet in battle, he has just gained support based abilities many of which may look very familiar as they originally were on the Warlord. Several other new support abilities have been added to beef up the Beastmaster's Support role and make them more desirable.

    • Champion - The Champion used to be the high damage dealing wielder of 2-Handed weapons. As the game matured he has shifted more and more towards AOE DPS and based on feedback from players and our own experiences we decided to embrace that and make the Champion focused on AOE DPS. he still has some Single target ability but not nearly as much as the Paragon, and still retains some of his old utility.

    • Paladin - The Paladin is very much the same as he was before. We have increased their Magical element by giving them several Life based attacks and abilities and actually giving them some heals. They won't be a replacement for a healer Soul and are still a solid tank, but they should be capable of throwing out some heals when needed.

    • Paragon – As mentioned above the Paragon has shifted to a single target damage soul. We did so while keeping their unique feel, playing up the Follow Up attacks even more than before and focusing them more at a single target. As a part of this focusing you will notice that we have removed their ranged attacks, but keep reading to the end before you get too upset.

    • Reaver – Overall the Reaver is very much the same. The only real change here is that we are focusing them even more on their DOT’s than before, giving them some ground targeted DOT’s and more abilities that play off their DOT’s.

    • Riftblade – The Riftblade is also very much the same as she was before, with one major exception. One of the big challenges we have faced with the Riftblade is her Bursts. These are off the GCD and so end up either way too powerful or underpowered to the point of uselessness. The end result is that everyone takes Riftblade to use their Bursts as a Finisher. This is kind of awesome because it reflects the flexibility of our class system, but we do want to see people using the other Finishers as well so we have changed Bursts in a fairly significant way. Bursts are now on the GCD and are balanced as such, however high level Riftblades will get a talent that takes their Bursts off the GCD and allow them to be used as they are right now, to balance this they will also do less damage.

    • Void Knight – Originally the Void Knight was supposed to be the Anti-Caster, however it never quite worked out in a meaningful way, for example most bosses in our game don’t actually use mana. It also made them fairly useless when facing non casters. We have made significant changes to the Void Knight to try and shift their focus to be more of a Magic Tank rather than a Magic Draining Tank. They don’t drain mana anymore though they still absorb magic and gain Pacts which they use in battle, and the more Pacts they have the more powerful they are.

    • Warlord – Originally the Warlord was our Support Class/Tank, but feedback in Beta and other changes necessitated we shift him into an Offtanking role. Unfortunately Offtanking does not really work in Rift like it does in other MMO's and so the Warlord's role always kind of fell short. As we examined what to do with them we discovered that we really had no need for a 4th dedicated Tanking soul and so we shifted them to a more utility/DPS role. You will notice that in the low levels they provide a lot of utility to tanks such as being able to block without a shield, but as they level up they gain a lot of DPS. The desired goal with the new Warlord is to be a good synergy in tank builds while also providing a soul that can be used well in soloing DPS builds, PVP builds and other DPS builds where someone wants some flexibility and survivability.

    New Soul
    • Tempest – Deciding what the new soul for the Warrior was going to be wasn’t too much of a challenge, everyone has wanted ranged DPS on the Warrior since 1.1 and we have always wanted o make a ranged DPS soul. The result is the Tempest, think of them like a commando or special forces operative. These guys specialize in taking opponents out from afar, but also have a nice collection of utilities and other abilities they can whip out in a pinch. They can throw grenades if they need to hit multiple opponents, can plant charges on an enemy to be detonated later, and can even hide in their environment. Play deep in this Soul to be a one man wrecking crew, or combine with other souls to add some ranged DPS to your favorite build. Who doesn’t like blowing stuff up?



  2. #2
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    Beastmaster Notes

    Beastmaster
    Gift of the Beastmaster: Base Damage is increased by 0.5% for each point spent in the Beastmaster Soul. The Primal Companion's Base Damage is increased by 2.5% for each point spent in the Beastmaster Soul.

    Significant Changes:
    • Support Soul - The Beastmaster has been changed to a Support Soul.
    • Bleed / DOT Effects – All effects that previously were enhanced by multiple Bleed effects, are now enhanced by any DOT effect you place on the enemy.

    Removed Abilities:
    • Backhanded Blow – Changed to Vicious Blow
    • Kinship – Changed to Call of Kinship, to work better with the new direction of the Beastmaster as support.
    • Spoils of the Hunt – Removed to replace it with something that worked better with the new direction of the Beastmaster as support.
    • Primal Recovery – Replaced with Primal Heal, which is not a Heal over Time effect and uses the theming of the Beastmaster to a better degree.
    • Protective Companion – The Companion buffs were removed and their effects either converted into talents, other buffs or changed altogether.
    • Enraged Companion - The Companion buffs were removed and their effects either converted into talents, other buffs or changed altogether.
    • Slashing Strike – Removed to make room for support abilities.
    • Bond of Might – Strength was combined into Bond of Power.
    • Bond of Feline Grace – Dexterity was combined into Bond of Power.
    • Feral Sweep – Removed to make room for support abilities.
    • Diversion Strike – Removed to make room for support abilities.
    • Bond of Vigor - Removed to make room for support abilities.
    • Primal Rage - Removed to make room for support abilities.
    • Fight As One - Removed to make room for support abilities.

    New Abilities:
    • Brutal Strike - Deals Physical damage per Attack Point in addition to Physical damage per damage over time effect on the Enemy, up to 5.
    • Cutting Slash – Deals Physical damage. Bleeds health over 15s. Can be stacked up to 3 times.
    • Bond of Power - Increases Strength, Dexterity, Intelligence, and Wisdom by [%MODVALUE0] on all party or raid members.
    • Spotter’s Call (Moved from Warlord) - Causes the enemy to take additional Physical damage when hit. Each attacker may trigger this once every 3s.
    • Vicious Opportunity - Deals Physical damage, in addition to Physical damage per damage over time effect on the Enemy, up to 5. Must be used after the Warrior's pet Critically Hits.
    • Bond of Shelter - Increases Armor and Resistance on all party or raid members.
    • Command to Recover (Moved from Warlord) - Increases healing done on all party or raid members.
    • Messy Wounds - Causes the enemy to take additional damage from the Warrior's Damage Over Time effects.
    • Call of Stone - Reduces incoming damage on all Party or Raid members after a successful Bleed attack. Lasts 1h.
    • Enrage - Increases the Primal Companion’s Damage, Critical Hit Chance, and Critical Hit Power. Each damage over time effect on the enemy multiplies these values, up to 5.
    • Command to Stand Ground (Moved from Warlord) - Increases current and Maximum Health, Armor and Resistances on all party or raid members.
    • Twin Cuts - Deals Physical damage. Bleeds health over 15s, in addition to health over 15s from a second wound.
    • Call of Blood - Increases Critical Hit chance on all Party or Raid members after a successful Bleed attack. Lasts 1h.
    • Fury Unleashed - Increases the Critical Hit Power of the Warrior and their Primal Companion. Each damage over time effect on the enemy multiplies these values, up to 5. This ability is not affected by the Global Cooldown.
    • Call of Savagery - Increases Base Damage on all party or raid members after a successful Bleed attack. Lasts 1h.
    • Primal Heal - Heals Health in addition to Health per damage over time effect on the enemy up to 5.
    • Command to Attack (Moved from Warlord) - Increases Attack Power and Spell Power by on all party or raid members.
    • Call of Kinship - Heals Party or Raid members Health over time after a successful Bleed attack. Lasts 1h.
    • Cunning Ruse - Deals Physical damage in addition to increasing the damage done by the Beastmaster and their Primal Companion per damage over time on the enemy, up to 5.

    Removed Talents:
    • Natural Instincts – This talent and the secondary effect of Fierce Strike was combined into a new Talent, “Fierce Wounds”.
    • Survival of the Fittest – This talent was turned into the Gift of the Beastmaster.
    • Iron Bonds – The entire way that the Beastmaster buffs his allies has changed, due to that change this is no longer necessary.
    • Agile Footwork – Removed to add talents that were more interesting given the new role of the Beastmaster.
    • Shared Bonds – With the new support focus of the Beastmaster, this was no longer necessary.
    • Protective Instincts - Removed to add talents that were more interesting given the new role of the Beastmaster.
    • Improved Protective Instincts – With the removal of Protective Instincts, Improved Protective Instincts was no longer needed.
    • Primal Senses - Removed to add talents that were more interesting given the new role of the Beastmaster.

    New Talents:
    • Swiftness - Increases out of combat movement speed.
    • Razor Sharp Fangs - Increases damage done by the Primal Companion.
    • Fierce Wounds - Hitting with Fierce Strike increases the damage that your Pet does for 12 seconds.
    • Hunter - Increases the Base Damage of damage over time effects.
    • Primal Bond - Healing done to you also heals your Primal Companion.
    • Blood Rage - The Primal Companion’s Bite Increases their damage per Bleed on the target, maximum of 5, for 6 seconds.
    • Hunt Master - Increases Duration on Calls and Commands.
    • Tenacious Wounds - Damage over time damage is increased.
    • Brotherhood – Some of the damage taken by the Primal Companion is transferred to the Warrior.
    • Relentless - Beastmaster Bleed effects that are not channeled last for an additional hit.
    • Loyalty - Some of the damage done by the Primal Companion heals the Warrior.

  3. #3
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    Champion Notes

    Champion
    Gift of the Champion: Base Damage is increased by 1% for each Point spent in the Champion Soul.

    Significant Changes:
    • AOE DPS - The Champion’s focus is now on AOE DPS.
    • Marks – These debuffs are now AOE instead of single target.
    • No more Two Hander Focus – All Warrior abilities can now be used with equal effectiveness with a 2 hander or while dual wielding. Because of this, we don’t have talents or abilities anymore that modify only certain weapon types.

    Removed Abilities:
    • Backhanded Blow – Changed to Vicious Blow
    • Thunderous Kick – This ability has been moved to the Tempest.
    • Ruthless Pursuit – Removed because all souls now get Break Free.
    • Bloodthirst – Removed because it makes more sense for single target focus.
    • Debilitating Strike – Removed because it never quite worked out and it is more single target focused.
    • Inescapable Fury – Removed because it is more single target focused.
    • Bash – Bash was removed from the Champion due to it being a single target focus, additional interrupts have been added to other souls.
    • Leg Sweep - Removed because it is more single target focused.
    • Frenzied Strike - Removed because it is more single target focused.

    New Abilities:
    • Inescapable - Increases the range of the next charge by 10 meters. This ability is not affected by the Global Cooldown.
    • Reaper’s Bearing - Single target attacks deal a percentage of their damage to up to 4 additional enemies. Only 1 Bearing can be active at a time. Lasts 1 hour.
    • Chains of Death - Chains to several enemies, Dealing Physical damage to a small number of enemies for each enemy it affects.
    • Chains of Life - Chains to several enemies, healing the Warrior for each enemy it affects.
    • Death Blossom – Up to 3 single target attacks deal 100% of their damage to up to 9 additional enemies.
    • Dominating Bearing – Grants all Bearings.
    • Savage Sweep - Deals Physical damage over the next 15s to several enemies. This ability grants 1 Attack Point.
    • Shared Suffering - When hit by an attack, there is a 25% chance of dealing Physical damage back against the attacker. Lasts 1h.
    • Weapon Defense - Absorbs 50% of damage taken, up to a maximum value. This Ability is not affected by the Global Cooldown.
    • Juggernaut’s Bearing - Reduces damage taken for each nearby by enemy up to 10 after using an AOE attack. Only 1 Bearing can be active at a time. Lasts 1 hour.
    • Mark of Exclusion - Nearby enemies deal less damage to the Warrior. Only 1 Mark can be active at a time.
    • Thunderous Strike - Deals Physical damage per Attack Point to up to several enemies in front of the Warrior.

    Removed Talents:
    • Cruel Efficiency – Hit rating has never been very useful except for raiders, so we removed this talent for something that would benefit everyone.
    • Weapon Specialization – Combined into the Gift of the Champion.
    • Brutal Punishment – With the removal of Inescapable Fury this had no use.
    • Don’t Make Me Angry – This has been changed to trigger off of your own attacks, and renamed Berserker.
    • Lingering Wounds – This has been removed because it is only useful in PVP and forces people to go deep into Champion.
    • Overrun – This has been removed.
    • Blood Frenzy – With the removal of Bloodthirst this talent has no use.

    New Talents:
    • One on Many - Increases Base Damage to Area of Effect attacks.
    • Quick Footed – Increases Dodge.
    • Berserker - On a successful ability hit you have a chance of increasing Strength by for 15 seconds.
    • Mired - Enemies affected by a Mark take increased damage from your attacks for 15s.
    • Close on the Target - Increases the range on all Charge attacks.
    • Trample - Enemies damaged by Bull Rush take more damage from your Area of Effect attacks for 15 seconds.
    • Fight or Flight - Reduces cooldown on Cornered Beast.
    • Furious Stand - When you cast Weapon Defense, you gain an additional absorb equal to 15% of your Attack Power per nearby enemy up to a maximum of 5.
    • Iron Strikes - Increases Base Damage.

  4. #4
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    Paladin Notes

    Paladin
    Gift of the Paladin: Increases Maximum Health by 0.76% per point spent in the Paladin soul. Increases Armor by 1% per point spent in the Paladin soul. Increases Resistances by 2% per point spent in the Paladin soul. Base Damage is increased by 0.5% for each Point spent in the Paladin Soul.

    Significant Changes:
    • Increased DPS - The Paladin has had their DPS capability increased by a significant margin.

    Removed Abilities:
    • Aegis of Vitality – Removed.
    • Life’s Grace – Removed because everyone gets an out of combat res.
    • Aegis of Salvation - Group endurance buffs have been removed from the Warriors.
    • Disarming Counterblow – Removed to add abilities that generate more damage and threat.
    • Scales of Justice – Removed to add more Life Damage abilities.
    • Preservation – Removed because it never worked as we wanted it to.
    • Impassable Guard – Removed to add Emergency abilities that affect more than just Physical melee abilities.
    • Paladin’s Devotion – Removed because all souls now get Break Free.
    • paladin’s Reprisal – Removed and replaced with a similar ability that primarily deals damage.

    New Abilities:
    • Light’s Balm - Heals the Warrior.
    • Light’s Vengeance - Deals Life damage. Must be used after the Warrior has Blocked.
    • Light’s Reprisal - Deals Life damage to several enemies. Must be used after the Warrior has Blocked.
    • Light’s Blessing - Heals the Warrior.
    • Light’s Benediction - Deals Life damage to the enemy. Reduces the non Spell damage they do, in addition to the Spell damage they do.
    • Shield of the Light - Applies a stack of Soothing Light each time the Warrior Blocks an attack. Max 5 stacks. Can only occur once per second. Soothing Light grants the temporary ability Soothing Grace, allowing the Warrior to healseveral group or raid members per stack of Soothing Light. Lasts 1h.
    • Applies a stack of Righteous Fury when damaged, increasing the Warrior's Life damageper stack. Max 5 stacks. Can only occur once per second.
    • Shield of the Vengeful - Increases damage. Lasts 1h.
    • Light’s Domination - Stuns several enemies in front of the Paladin. Awards 1 Attack Point.
    • Light’s Protection - Incoming heals are increased.
    • Shield Defense - The Warrior takes less damage. Must be used after the Warrior has Blocked.

    Removed Talents:
    • Small Arms Specialization – Removed because it was focused on 1 handed weapons, we have removed abilities and talents that are focused on weapon types to increase synergy.
    • Steely Resolve – Removed to add talents that would be more widely useful.
    • Graceful Under Pressure - Removed to add talents that would be more widely useful.
    • Hardened Will – Removed and replaced with Hardened Defenses.
    • Karmic Resolution - Removed to add talents that would be more widely useful
    • Improved Reverent Protection - Removed to add talents that would be more widely useful
    • Tip the Balance - Removed to add talents that would be more widely useful
    • Improved Paladin’s Devotion – With the removal of Paladin’s Devotion, this talent was no longer useful.
    • Defender – Removed to increase DPS output

    New Talents:
    • A Good Defense - Increases Damage of attacks that generate Attack Points.
    • Pacification - Your Pacifying Strike also reduces the non Spell damage you take from the enemy, and the Spell damage you take from the enemy for 6 seconds.
    • Steady Aggression - Increases the duration of Aggressive Block by 3 seconds.
    • Enduring – Increases Endurance.
    • Hardened Defenses - Increases your Resistances.
    • Resolution - Reduces the cooldown of your Light's Balm and Light's Blessing.
    • Front Line Training - Increases the number of enemies hit with Sweeping Strikes, Judgment and Light's Decree.
    • Invigoration - For 12 seconds after you block an attack, your damage is increased by 5%. This effect can stack up to 5 times.
    • Divine Grace - Increases the healing of your Light's Balm and Light's Blessing.
    • Brutal Response - Increases threat from attacks that must follow a Block further based on Endurance.
    • Light’s Favor - Reduces the cooldown of your Touch of Life and Life's Rapture.
    • Blessed Aegis – You may have 2 Active Shield Buffs.

  5. #5
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    Paragon Notes

    Paragon
    Gift of the Paragon: Base Damage is increased by 1% for each Point spent in the Paragon Soul.

    Significant Changes:
    • No more Dual Wield Focus – All Warrior abilities can now be used with equal effectiveness with a 2 hander or while dual wielding. Because of this, Paragon abilities no longer require Dual Wield.

    Removed Abilities:
    • Focus of Strength – Removed.
    • Path of the Wind – Removed all ranged abilities on the paragon to better focus them on single target DPS.
    • Path of the Raptor - Removed all ranged abilities on the paragon to better focus them on single target DPS.
    • Path of the Hurricane - Removed all ranged abilities on the paragon to better focus them on single target DPS.
    • Swift Blades – Removed to allow focus on Single Target DPS.
    • Path of the Tempest - Removed all ranged abilities on the paragon to better focus them on single target DPS.
    • Bend Like the Reed - Removed to allow focus on Single Target DPS.
    • Touch of Tranquility – Replaced by Tranquility.
    • Paired Strike – Renamed to Setting Moon.

    New Abilities:
    • Way of the Sun - Follow Up attacks heal the Paragon. Lasts 1h.
    • Sweeping Blades - Single target ability attacks hit additional enemies.
    • Final Blessing - Follow Up Attack. Deals Physical damage to an enemy with under 30% health remaining. This ability grants 1 Attack Point.
    • Setting Moon - Deal Physical damage, in addition to increasing the damage of Follow Up attacks. This ability grants 1 Attack Point.
    • Open the Stream - Follow Up Attack for Physical damage, in addition to Physical damage over time. This ability grants 1 Attack Point.
    • Combat Focus - Instantly adds 3 Attack points to the Warrior, to a Maximum of 3.
    • Alacrity - Reduces the duration of the Global Cooldown by 0.5 seconds for a short period of time.
    • Shield of Will - Absorbs 50% of damage taken, up to a maximum value. This Ability is not affected by the Global Cooldown.
    • Tranquility - Incapacitate an enemy. Can be active on 1 target at a time. Cannot be used in combat. Damage will remove this effect.
    • Feint - Reduces the Dodge, Parry, and Block rating of the target.
    • Unleashed - Each Follow Up attack used places a stack of Readiness on the Warrior. On the next Follow Up attack after the stack reaches 5, the Warrior gains Unbound which causes the next damaging ability that consumes Attack Points to Critically Hit. Lasts 1h.

    Removed Talents:
    • Duality of Mind – Removed.
    • Teaching of the Five Rings – Changed, combined into the Gift of the paragon.
    • Serenity – Removed.

    New Talents:
    • Teaching of the Five Rings - Increases Damage of attacks that generate Attack Points.
    • Weapon Familiarity - Swift Strike causes ability attacks to ignore enemy Armor and Resistances for 6 seconds.
    • Devoted Training – Increases Strength.
    • One Two Punch - Increases Base Damage of Follow Up attacks.
    • Swift Finesse – Flurry hits additional times.
    • Analyze Weakness – Finishers ignore enemy Armor and Resistances.
    • Decisive Strikes - Increases the Base Damage of Finishers.
    • Duality – You may have 2 Active Way Buffs.

  6. #6
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    Reaver Notes

    Reaver
    Gift of the Reaver: Increases Maximum Health by 0.76% per point spent in the Reaver soul. Increases Armor by 1% per point spent in the Reaver soul. Increases Resistances by 2% per point spent in the Reaver soul. Base Damage is increased by 0.5% for each Point spent in the Reaver Soul.

    Significant Changes:
    • Bleed / DOT Effects – All effects that previously were enhanced by multiple Reaver DOT effects, are now enhanced by any DOT effect you place on the enemy.

    Removed Abilities:
    • Track Death Creatures – All of these have been moved off of Souls.
    • Vicious Cleave – Removed to make room for other abilities.
    • Weakening Essence – Removed, though similar effects have been placed on Stumbling Corruption.
    • Binding of Atrophy – Removed.
    • Shroud of Entropy – Renamed Accord of Entropy.
    • Master of the Abyss – Removed to make room Corruptions.
    • Enraged Essence – Removed to make room for Corruptions.

    New Abilities:
    • Binding of Shadow - Increases range of Soul Sickness, Necrotic Wounds, Flesh Rot, Infestation, and Explosive Infestation. Lasts 1h.
    • Stumbling Corruption - Corrupts the selected ground, several enemies within the corruption are snared.
    • Creeping Corruption - Applies Creeping Corruption to the Warrior, dealing additional Death damage per Attack Point over to several enemies.
    • Decaying Corruption - Corrupts the selected ground, several enemies within the corruption take Death damage every 3 seconds based on the number of damage over time effects they have.
    • Plague Eater - Removes up to 5 Damage Over Time abilities from several enemies to heal the Warrior per effect removed.
    • Binding of Devouring Darkness - Grants the effects of Binding of Shadow, Binding of Death, Binding of Affliction and Plague Bringer. Lasts 1h.
    • Crest of the Shadow - Absorbs damage.
    • Dire Corruption - Corrupts the selected ground, several enemies within the corruption take Death damage every 3 seconds.
    • Crest of Entropy (Renamed from Shroud of Entropy) – Reduces damage taken by 35%.
    • Spasm – Interrupts an enemy.
    • Immunization - Makes the enemy immune to all of the Warrior’s Reaver Damage Over Time abilities and Taunts for 5m. Does not work against players.
    • Explosive Infestation - Effects several enemies. Deals Death, increased by 45% per damage over time effect on the Enemy, maximum of 5.

    Removed Talents:
    • Power in the Blood – Removed.
    • Wasting Away – Removed to balance out other DPS based talents and abilities.
    • Improved Master of the Abyss – With the removal of Master of the Abyss, this talent had no use.

    New Talents:
    • Reaping Touch - Ravaging Strike reduces the enemy's Armor and Resists for 6 seconds.
    • Tempered Constitution – Increases Endurance.
    • Vile Affinity - Corruptions last additional time.
    • Infectious - Increases the damage of Soul Sickness, Blood Fever, Necrotic Wounds, and Flesh Rot.
    • Walks with Death - Reduces the cooldown of Infestation, Explosive Infestation and Plague Eater.

  7. #7
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    Riftblade Notes

    Riftblade
    Gift of the Riftblade: Base Damage is increased by 1% for each Point spent in the Riftblade Soul.

    Significant Changes:
    • Burst GCD – Bursts have been placed on the GCD, and balanced accordingly. However you can get a Talent that will take them off the GCD and rebalance them.

    Removed Abilities:
    • Track Earth Creatures – All of these have been moved off of Souls.
    • Freeze Armor – Removed to make room for enhancing DPS.
    • Rift Surge - Removed to make room for enhancing DPS.

    New Abilities:
    • Rift Travel - Teleports to the target location.
    • Rift Spear - Deals Air damage to the target and up to 10 enemies along the path of the projectile. Awards 1 Attack Point.
    • Burst Synergy - The next 3 Burst abilities have their Base Damage increased. This ability is not affected by the Global Cooldown.
    • Blade of the Ascended - Grants Storm Blade, Blade of Elemental Affinity, and Planar Blade. Lasts 1h.
    • Rift Barrage – Stuns several enemies.
    • Avatar of Flame - Ability hits have a chance to deal Fire damage back to the attacker. Only 1 Avatar spell can be active at a time. Lasts 1 hour.
    • Rift Assault - Teleports to an enemy each second dealing Air damage. Awards 1 Attack Point every 2 seconds.

    Removed Talents:
    • Rift Fury – The effect of this talent has been moved to the Gift of the Riftblade.
    • Elemental Deflection - Removed to give more room to DPS and synergy.
    • Static Shock – Removed due to its limited usefulness.
    • Unrelenting - Removed to give more room to DPS and synergy.
    • Improved Rifwalk – Removed to give more room to DPS and synergy.
    • Empowered Strikes – Removed due to its limited usefulness.

    New Talents:
    • Elemental Precision - Attack Point generating abilities ignore some of the target’s Armor.
    • Elemental Empowerment – Increases elemental damage.
    • Affinity - Reduces incoming damage from elemental attacks.
    • Burst Capacitor - Increase Base Damage of Bursts.
    • Synergy - Reduce the Power cost of Teleports.
    • Rift Familiarity - Increases the range of Teleports.
    • Downpour - Increase duration on Rift Storm.
    • Quick Burst - Burst attacks are off the Global cooldown, however their Base Damage is reduced by 40%.
    • Intensify - Increases Critical Hit Power.

  8. #8
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    Void Knight Notes

    Void Knight
    Gift of the Void Knight: Increases Maximum Health by 0.76% per point spent in the Void Knight soul. Increases Armor by 1% per point spent in the Void Knight soul. Increases Resistances by 2% per point spent in the Void Knight soul. Base Damage is increased by 0.5% for each Point spent in the Void Knight Soul.

    Significant Changes:
    • Mana Draining – Due to the fact that bosses in our game do not have mana we have decided to remove the aspect of the Void Knight that hinged on draining Mana. The result is that Void Knights play very similarly, but are equally effective against casters as well as non casters.

    Removed Abilities:
    • Devouring Blow – This ability is currently removed but will be added back in over the next few days.
    • Pact Conversion – Removed because it is no longer necessary to gain Pacts against non casters.
    • Disrupt – Removed to make room for other changes.
    • Soul Pillage - Removed due to the fact that we have removed Mana Drain.
    • Singularity - Removed to make room for other changes.
    • Accord of Emptiness – Removed to make room for other changes.
    • Rift Tap - Removed to make room for RIft Reversal.
    • Power Sink - Removed due to the fact that we have removed Mana Drain.

    New Abilities:
    • Devouring Shield - Absorbs damage based on Attack Points.
    • Accord of Resilience - Increases Armor, and Resistances for each active Pact. Lasts 1h.
    • Accord of Power - Increases Attack Power and Weapon Contribution for each active Pact. Lasts 1h.
    • Blade of the Ascended - Grants Storm Blade, Blade of Elemental Affinity, and Planar Blade. Lasts 1h.
    • Shock – Silences the enemy.
    • Rift Reversal - Spell ability attacks made against the Warrior are reflected back against the attacker.
    • Power Shield - Consume up to 5 Pacts to shield party or raid members per Pact consumed.
    • Spell Destruction - Creates a field of negative energy which removes 1 Buff from enemies, and 1 Poison, Curse or Disease from allies each second.
    • Accord of the Rift - Increases incoming healing effectiveness for each active Pact. Lasts 1h.
    • Creates a Void that causes enemies to take more damage from the Warrior’s Air attacks, in addition to reducing the damage they do to the Warrior.
    • Void Storm - Consumes up to 3 pacts to deal Air damage modified for each Pact consumed to several enemies in front of the Warrior.
    • Protective Shield - Consume 1 Pact per second to absorb damage per Pact consumed. Awards 1 Attack Point every 2 seconds.
    • Accord of Shifting - Movement speed is increased per active Pact. Lasts 1h.
    • Void Summon - Teleports several enemies near the targeted enemy to the Warrior. Forces affected enemies to attack the Warrior. Awards 1 Attack Point.
    • Void Propulsion - Hurl the enemy back. This ability awards 1 Attack Point.

    Removed Talents:
    • Insatiable Hunger – Removed due to the changes in mana draining
    • Ravenous Strength – Removed because it’s effect is now used on Accord of Power.
    • Ravenous Defense – Removed because it’s effect is now used on Accord of Resilience.
    • Blood From a Stone - Removed due to the changes in mana draining
    • Improved Rift Summon – Removed to make room for other changes.
    • Replenish – Removed to make room for other changes.

    New Talents:
    • Elemental Precision - Attack Point generating abilities ignore some of the target’s Armor.
    • Magical Affinity - Increases all Resists.
    • Destructive Forces - Reckless Strike and Ragestorm now deal additional Air damage for each active Pact.
    • Empowerment – Increases Endurance.
    • Empowered Armor – Increases Armor.
    • Surging Touch – Increases Damage.
    • Long Reach – Increases the range of Summon abilities.
    • Event Horizon – Increases value of Absorb shields.
    • Refreshing Opportunity - Gaining a Pact has a chance to refresh your Summon abilities.
    • Ambient Engorgement – Gain a Pact every few seconds.

  9. #9
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    Warlord Notes

    Warlord
    Gift of the Warlord: Increases Base Damage by 0.9% per point spent in the Warlord soul. Increases Maximum Health by 0.57% per point spent in the Warlord soul. Increases Armor by 0.75% per point spent in the Warlord soul. Increases Resistances by 1.5% per point spent in the Warlord soul.

    Significant Changes:
    • DPS Utility – The Warlord’s role has changed significantly. Now he is a Tank Utility soul up to around level 20 where he shifts to be a DPS role. A full Warlord build will have decent DPS and more survivability.

    Removed Abilities:
    • Leader’s Mark – Given the role of the Warlord, this was no longer necessary.
    • Battlefield Distraction – All Distractions have been removed due to the new direction of the Warlord.
    • Spotter’s Order – This has been renamed and moved to the Beastmaster, the new Support soul.
    • Battlefield Awareness – Removed due to the new direction of the Warlord.
    • Aspect of the Fallen Hero – All Aspects have been removed due to the new direction of the Warlord.
    • Pin Target - Removed due to the new direction of the Warlord.
    • Cracking Skulls - Removed due to the new direction of the Warlord.
    • Intercept - Removed due to the new direction of the Warlord.
    • Cutting Distraction - All Distractions have been removed due to the new direction of the Warlord.
    • Promise of Steel - Removed due to the new direction of the Warlord.
    • Aspect of the Elements - All Aspects have been removed due to the new direction of the Warlord.
    • Assault Command - This has been renamed and moved to the Beastmaster, the new Support soul.
    • Call to Regroup - Removed due to the new direction of the Warlord.
    • Call to Battle - This has been renamed and moved to the Beastmaster, the new Support soul.
    • Weapon Blow - Removed due to the new direction of the Warlord.
    • Call to Entrench - This has been renamed and moved to the Beastmaster, the new Support soul.
    • Locked Down - Removed due to the new direction of the Warlord.
    • Aid Command - This has been renamed and moved to the Beastmaster, the new Support soul.
    • Rallying Command - This has been renamed and moved to the Beastmaster, the new Support soul.

    New Abilities:
    • Breaking Blow - Deals Physical damage per Attack Point
    • Recovery Posture - Builders heal for part of the damage done. Does not stack with Way of the Sun or Blade of Elemental Affinity. Lasts 1h.
    • Eye of the Storm - A single Enemy is immune to all of the Warrior’s Taunt and threat generation abilities. Does not work against players.
    • Defensive Posture - Reduces damage taken and increases Maximum Health. Lasts 1h.
    • A Quick Death - Deals Physical damage to an enemy with under 30% health remaining.
    • Brothers in Arms - 30% of the damage done to a single ally is redirected to the Warlord.
    • Piercing Thrust - Deals Physical damage. Must be used within 6 seconds of a Charge, Teleport, Summon, or Pull. This ability is not affected by the Global Cooldown.
    • Deadly Posture - Increases Critical Hit Chance by. Lasts 1h.
    • Battle Surge - Increases Attack Power and Weapon Contribution.
    • Wave of Steel - Deals Physical damage to several enemies. Must be used within 6 seconds of a Charge, Teleport, Summon, or Pull. This ability is not affected by the Global Cooldown.
    • Tactical Surge - Increases damage.
    • Battlefield Experience – Increases Critical Hit Chance, and Critical Hit Power.
    • Clear the Breach - Charge the enemy and deal Physical damage to several enemies. Awards 1 Attack Point.
    • Decisive Strike - Deals Physical damage. Activates and refreshes Piercing Thrust and Wave of Steel. Awards 1 Attack Point.
    • Ready Posture - All ability attacks that are on the Global Cooldown become 1 second global cooldown. Damage is reduced by 40%.
    • Neck Punch – Interrupts Casting.
    • Backhand - Deals Physical damage to an enemy. Must be used after the target or the Warlord Blocks, Dodges, or Parries an attack.
    • Into the Breach - Charges an enemy dealing Physical damage. This ability grants 1 Attack Point.
    • Forced March - Increases movement speed.
    • Defensive Manuever – Leaps Backwards.
    • King of the Hill - Deals Physical damage, in addition to knocking the target back 15 meters.
    • Battlefield Medic – heals the Warrior.
    • Arterial Strike - Deals Physical damage, in addition to Physical damage over time. Must be used after the target or the Warlord Block, Dodge, or Parry an attack.
    • Everything is a Weapon - Adds 25% of Armor to Attack Power.

    Removed Talents:
    • Powerful Countenance – Removed due to the new direction of the Warlord.
    • Intimidating - Removed due to the new direction of the Warlord.
    • Enhanced Dodge - Removed due to the new direction of the Warlord.
    • Defensive Experience - Removed due to the new direction of the Warlord.
    • Improved Weapon Blow – With the removal of Weapon Blow this talent was not useful.
    • Dramatic Presence - Removed due to the new direction of the Warlord.
    • Battlefield Domination - Removed due to the new direction of the Warlord.
    • That Which Doesn’t Kill Me - Removed due to the new direction of the Warlord.
    • Imposing - Removed due to the new direction of the Warlord.
    • Figurehead - Removed due to the new direction of the Warlord.
    • Commanding Presence - Removed due to the new direction of the Warlord.
    • Untenable Position - Removed due to the new direction of the Warlord.
    • Rapid Recovery – With Recovery Posture, this talent was not needed.

    New Talents:
    • Soldier’s Might – Increases Strength.
    • Trained Defenses – Increase Armor and Resistances.
    • Strength of Arms – Empowering Strike also increases Attack Power and Weapon Contribution for 6 seconds.
    • Staying Power – Increases the duration of Surges.
    • Shatter – Breaking Blow increases the damage that the enemy takes from you for 12 seconds.
    • Down and Dirty – Attackers within 5 meters deal less damage to you.
    • Disorient – Enemies affected by Into the Breach, Sergeant’s Order, and General’s Order deal less damage to you for 6 seconds.
    • Thick of Battle – Reduces incoming Ranged damage for 6 seconds after a charge.
    • Three Moves Ahead – Increases the damage on Piercing Thrust and Wave of Steel.
    • Field Navigation – Increases the range on Into the Breach, Clear the Breach, Sergeant's Order and General's Order.
    • Offensive Surge – Using a Surge deals Physical damage to up to 5 nearby enemies.
    • Calculating – Increases the damage on attacks that must follow a Block by.
    • Seasoned – Increases damage for 10 seconds after blocking, Dodging or Parrying or being Blocked, Dodged, or Parried.
    • Combat Training – Increases Damage.
    • Adaptability – You may have 2 active Postures.
    • Advance Planning - King of the Hill refreshes the cooldown on Piercing Thrust and Wave of Steel, increases the critical hit chance of the next Piercing Thrust or Wave of Steel.
    • Combat Veteran – You can block without a shield.

  10. #10
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    Question for you

    Hi,

    Thank you very much for the notes.
    I am a bit confused by one note regarding the reaver soul.

    Quote:
    "-Immunization - Makes the enemy immune to all of the Warrior’s Reaver Damage Over Time abilities and Taunts for 5m. Does not work against players."
    Unquote

    Not sure i understand the reason of "Immunization"; is it to make the enemy safe against our damage?

  11. #11
    Quote Originally Posted by Nyudogumo View Post
    Hi,

    Thank you very much for the notes.
    I am a bit confused by one note regarding the reaver soul.

    Quote:
    "-Immunization - Makes the enemy immune to all of the Warrior’s Reaver Damage Over Time abilities and Taunts for 5m. Does not work against players."
    Unquote

    Not sure i understand the reason of "Immunization"; is it to make the enemy safe against our damage?
    Same love all the changes but confused about that one, here's another
    from the Warlord
    • Eye of the Storm - A single Enemy is immune to all of the Warrior’s Taunt and threat generation abilities. Does not work against players.
    From the Warlord, i could possible understand that one, as mostly dps soul now, so we never can taunt (by acident) or build agro against so they don't attack us

    The reaver one mayby as oftank but idk 5min is long time

  12. #12
    Senior Member Primalthirst's Avatar
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    I believe the intention is it allows the Warrior to use AoE taunts and abilities without pulling aggro from the selected target.

    This would let the Warrior AoE taunt a pack of adds without getting the boss for instance.

  13. #13
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    "Warrior Notes" mistakes & concerns

    I haven't been in Closed Beta since early September like some others did so I didn't have the chance to check the souls on beta servers yet, however, reading the notes I've noticed a couple of minor mistakes and also came up with a few concerns


    Champion:
    • Removed: Backhanded Blow – Changed to Vicious Blow
      - Backhanded blow was never a champion ability, it has always been in Beastmaster so please remove this from Champion soul change notes.
    • Deathblow: It's not listed anywhere as a removed ability and it's Single Target. Is it gonna stay in Champion Tree as a ST finisher?
    • New ability: Savage Sweep - Deals Physical damage over the next 15s to several enemies. This ability grants 1 Attack Point.
      - Abilities that deal AoE damage over 15 seconds are extremely situational. Right now in RIFT there might be 2 encounters (Akylios-Laethys) and a couple of trash pulls where you can AoE constantly for 15 seconds.
      Even if Storm Legion has more of them on release we will gradually outgear those encounters and shorten the AoE bursts as we move towards end-game.
      Imo, re-balance it around 7-8 seconds of AoE effect.


    Paragon:
    • New ability: Tranquility - Incapacitate an enemy. Can be active on 1 target at a time. Cannot be used in combat. Damage will remove this effect.
      - How can I approach an enemy around my level without stealth and while staying out of combat to incapacitate him? This ability sounds useless and needs to be reviewed.


    Void Knight:
    • New ability: Blade of the Ascended - Grants Storm Blade, Blade of Elemental Affinity, and Planar Blade. Lasts 1h.
      - Obviously you "re-posted" BotA in VK soul by accident. Please remove it from the VK notes.
    • New Ability: "Missing name ability" - Creates a Void that causes enemies to take more damage from the Warrior’s Air attacks, in addition to reducing the damage they do to the Warrior.
      - The name of this new ability is not written in the list, only its description.


    Warlord:
    • New ability: Ready Posture - All ability attacks that are on the Global Cooldown become 1 second global cooldown. Damage is reduced by 40%.
      - Is the 40% damage reduction Additive or Multiplicative?
      Multiplicative means that if I'm doing 1000 dps with 1.5 sec GCD (that's 1500 damage every 1.5 sec) then after this buff takes effect I will end up doing 1500*0.6 = 900 damage every 1 second = 900 DPS which is 100 DPS loss.

  14. #14
    Quote Originally Posted by Primalthirst View Post
    I believe the intention is it allows the Warrior to use AoE taunts and abilities without pulling aggro from the selected target.

    This would let the Warrior AoE taunt a pack of adds without getting the boss for instance.
    That makes perfect sense now :-) and handy

  15. #15
    Senior Member Primalthirst's Avatar
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    Quote Originally Posted by Yobiraion View Post
    SNIP
    You'll notice Atrius posted that about a month ago, there has been a lot of changes since then.

    Off the top of my head:
    Backhanded Blow is a reactive similar to Retaliation but is actually a Warlord Ability in the 2nd Tier, it hits pretty hard.
    Tranquility has changed a lot but at the moment I think it is useable in combat and is intended to function as an alternative to Transmogrify in certain raid encounters.

  16. #16
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    im loving these changes, can not wait to theory craft!

  17. #17
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    So from looking over these changes, is there still a way to get an interrupt at all in a champion heavy build since Bash was removed (i.e. can I go up another alternative tree and get an interrupt fairly low in that tree?).

    Not having an interrupt really kills the usefulness of that build for raiding and it is the build pretty much everyone runs right now swapping BM and Champ 4-piece HK crystals to buff ST or AOE dmg as needed.

  18. #18
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    Quote Originally Posted by ironwill96 View Post
    So from looking over these changes, is there still a way to get an interrupt at all in a champion heavy build since Bash was removed (i.e. can I go up another alternative tree and get an interrupt fairly low in that tree?).

    Not having an interrupt really kills the usefulness of that build for raiding and it is the build pretty much everyone runs right now swapping BM and Champ 4-piece HK crystals to buff ST or AOE dmg as needed.
    Depends on strategy employed by the raid, the raid target in question & roles other classes are playing.

    Imagine progressing Akylios. Big aoe fight, aoe DPS being critical. Warriors would be asked to bring aoe-heavy specs, like they were back then. If full champ was best DPS for the fight but brought no interrupt, rogues/tanks would be left interrupting. For many guilds that means 0 change in strategy. Other guilds used warriors to interrupt apostles, and this would change their strategy.

    Progressing in ID with these specs (sans-Tempest), we'd probably end up full Paragon for most bosses (even Maklamos). We'd be full champ for trash, Rusila gauntlet, Laethys, possibly Eggs, possibly 1 or 2 full champ warriors for Maelforge adds. <<< in none of those encounters is a dps warrior's interrupt super critical, with the possible exception of cannons on Eggs/Maelforge-p3. And again, depending on what spec other classes brought...

    Obviously I don't know what the content is like that we'll be raiding in SL yet. But I don't see lack of interrupt as an absolute game breaker. It's a bit odd, for sure. But it's not game breaking... especially in light of how frequently we've seen aoe-heavy dps requirements on bosses (once per raid zone, really). I mean, even in ID you really only NEED heavy AoE on one fight (Laethys), for only part of that fight (p1), and then you don't even need to be in an optimal aoe dps spec (we don't even use champ crystals anymore on our Laethys kills... BM crystals only). The last time AoE truly mattered on a raid was Akylios phase 1 & 2 (1 more than 2)... and that fluctuated importance depending on your raid comp. The majority of raiding spec importance is single target dps... nobody cares what you run on trash.
    Wykkyd <Aegis> @Laethys

  19. #19
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    Change is good

  20. #20
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    They moved Deathblow to Paragon, made it a follow-up, and renamed it.

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