Rift MMO


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I played SWTOR since launch and have recently become much less interested in playing it until they release new content.

So about 2 months ago I started playing Rift and have been having a blast. I have a cleric at level 50 on Defiant (Wolfsbane).

I actually realized that I missed a more traditional MMO (similar to WoW) from a crafting perspective. I initially liked SWTOR's asynchronous crafting, but it becomes trivial and at this stage is useless at end-game. Whereas in Rift, crafting is very viable at end-game and is often necessary for progression (to make consumable items like enchants, stat food, and weapon/armor buff items).

Also, the world just feels much more alive with the Rifts and constant zone events happening. In SWTOR at end-game, you sit on fleet because there is nothing to see out in the world once you hit 50. In Rift, there is still a reason to leave the capitol cities.

Not to mention the amount of content available as far as raids and dungeons at 50. I also like the Planar Attunement. It's a way to progress your character beyond level 50 apart from gear.

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I'm the same Metal.. i enjoy MMO's.. i can't really get into SWTOR and after watching a friend with GW2, i'm just not interested. Rift on the other hand has a lot of what i like - complex character builds, great events, lots of people online and the dailies/weeklies keep pugs active - from rifts to raids to crafting to playing AH. Wolfsbane is the best server too ;) faeblight has some nice guilds though, but wolfs population is nice!

if anyone is re-subbing or getting started, pm me if you're a guardian on wolf, i'll send ya some platinum :)

rift feels a lot less "scheduled" to me than wow.. i'm not raiding hardcore at all anymore, but getting to see and play lots of content at my own pace.. will probably never do ID, but oh well.. the rifts, invasions and pvp are still fun.

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I may get back into Rift once the expansion comes out to try out the new stuff and the new soul naturally. But once I hit cap on my main toon I just lost all interest in the game, even though I LOVE the PvP in the game :)

Still, Rift is (imo) a severely underrated gem of a game. I know it has a loyal fanbase and a decent (and fairly large) sub base and all. But the average MMO gamer just doesn't care about it for some reason, or totally dismisses it as a total WoW knock off. Which is partially is, but mostly is not :D

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I may get back into Rift once the expansion comes out to try out the new stuff and the new soul naturally. But once I hit cap on my main toon I just lost all interest in the game, even though I LOVE the PvP in the game :)

Still, Rift is (imo) a severely underrated gem of a game. I know it has a loyal fanbase and a decent (and fairly large) sub base and all. But the average MMO gamer just doesn't care about it for some reason, or totally dismisses it as a total WoW knock off. Which is partially is, but mostly is not :D

I think most people dismissing it as a wow knock off are just too invested in wow to not realize the forest from the trees. While every MMO that is based upon the "trinity" group of tank/heals/dps is similar in many ways, nothing beats rift in its breadth of gameplay if you ask me. They feel guilty giving up their dedication to wow not realizing there are bigger and better games out there ;) I love playing senticar cleric where my heals can be focused on a tank but the more dmg i do the more aoe heals i do and it adds a nice complexity to what is normally boring healing - its a bit more like other games in flexibibility vs straight up heals. Even the cleric tank gets threat from overhealing - so the class just shines in that functionality and the encounters are designed around it too. (if you ask me, rift raid encounters make blizzard look lazy!)

Complex character builds, complex classes, nice character stats, rifts that allow you to focus on different planar elements, or crafting or attunements, great experts/dungeons that require a little knowledge of the fight vs just pew pew pew, planar attunement, instant adventures, decent PVP and hay, if you like to troll trade and nerd rage, Rift has that too! hehe

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I know a couple of the devs, so I was one of the first beta testers on Rift. Didn't much care for it. My main complaint was the fact there isn't much or wasn't much of a PvE. Not sure how it is now, but I will not go back. Don't really like MMOs anymore.

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I know a couple of the devs, so I was one of the first beta testers on Rift. Didn't much care for it. My main complaint was the fact there isn't much or wasn't much of a PvE. Not sure how it is now, but I will not go back. Don't really like MMOs anymore.

Wasn't much of PvE? what? heh.

Beta wasn't that great and had rough edges, but Trion more than made up for it with new rifts, new invasions, instant adventures, dungeons, planar attunement et all.

Hell, what i love about rift is i have more fun doing it casually and enjoying myself more than any other game out there. I don't raid unless i pug and there is enough development i can run invasions to gear up or rifts or max out attunement. wayy too much pve content if you ask me, its almost mind boggling what we got in ~1 year

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When I was Betaing this, it was mainly focused on group testing. When I say PvE, I should be saying Solo PvE.

That's true. Beta focused pretty much purely on the rifts. It got so bad some zones were unplayable because no one was doing them.

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That's true. Beta focused pretty much purely on the rifts. It got so bad some zones were unplayable because no one was doing them.

They fixed that pretty quickly..

(a Longggg time ago..)

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I don't know how Rift was in the beginning because I only started playing about 2 months ago, but there is a ton of options, even at end-game, for solo PvE content.

You have:

1) Rifts obviously and using your Planarite and ISS, you can buy up to T2 equivalent gear. And there are daily quests that award XP and ISS.

2) Stillmoor, IPP, Shimmersand and Ember Isle all have faction rep to gain that allows you to purchase some pretty good gear as well. Also, some best-in-slot runes (including runes for belts, which can't be crafted) are only available from the faction vendors.

3) Instant Adventures are quick and easy ways to level your planar attunement and earn some Planarite and ISS in the process. And the daily quest that awards 3 ISS.

4) PvP - I'm not much of a PvP player, but I find the PvP in Rift fun and interesting and there is gear to be had from PvP that is as good as raid tier gear (just without hit/focus so it's not viable for raiding unless you have enough from other gear). And dailies that award bags with random loot.

5) Crafting - there are a lot of crafting dailies which give you currency to purchase high-end recipes. And there are also crafting rifts, which are a great way to stock up on rare mats. I had made 2 lures and joined up with a PUG to do some crafting rifts a couple weeks ago. We did probably about 8-10 rifts, including 2 from my lures and I had 3 bags full worth of mats at the end, and that was after dumping some off in my bank using my personal banker.

And there is group content. While clearly not solo, there are always PUG groups forming for:

1) 5-man expert dungeons - easy, they take 30 minutes max, and with cross-server queueing and grouping, the groups pop fast and often and allow you to earn plaques and marks that can purchase the raid tier sets.

2) Daily Raid Rifts - PUGs are always forming for these and they are a great way to get planar essences and some gear. I was able to snag 2 lesser essences and a best-in-slot healing greater (Hailstone Tideshard) running a few water raid rifts one day. And of course, the daily quest that rewards more ISS.

3) Tier 1 raids for the weekly quests, and occasionally full clears. There are usually at least 2 of these forming on my server on any given evening. There are also often GDKP (gold DKP) PUGs forming to run the upper tier raids like Hammerknell.

I've yet to do any raiding because I'm still gearing up (at about 174 focus and need 200 for the tier 1 raids). I generally play a healer, so I don't strictly need the focus, but it's also a good measure of overall gear level and will be necessary if I need to play DPS or support rather than full heals.

I sometimes log in and have trouble deciding what to work on on a given day because there is so much to do and progress. Some days I just craft and run a quick expert. Some days, I do dailies for faction rep. Some days I run the daily raid rift and a couple experts. There's just so much to do, I can't do all of it daily. And that's a very good thing, in my opinion.

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Yeah, but he was commenting on Beta which is what had the problem and probably turned off a lot of people.

It's a reason its called "beta".. if there is ONE thing Trion kicks butt at, it is absolutely listening and participating in its community. I for one, enjoyed the NPC's being whacked by rifts and people having to do something besides quest and grind routine.. but hey, it was fixed.. Rifts now have timers, you get better rewards for closing them and they don't aggro every NPC in the zone anymore :)

BTW, its free to play to level 20 and if you subscribe you can transfer your characters to non trial shards free of charge.

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Rift 1.10 is due this week. We'll soon be able to do the Autumn Fest events and run dungeons/raids grouped side by side as defiants or guardians.

Next patch 1.11 will introduce in new code base for the next expansion. Good times!

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Patch 1.10 is out today! Don't forget its free weekend for returning players as well.

Welcome to RIFT 1.10: Calm Before the Storm!

=======================================

RIFT 1.10 - CALM BEFORE THE STORM - 9/12/12

CROSS-FACTION GAMEPLAY CHANGES ? ?FACTION AS FICTION?

* Much has changed for Telara since the Ascended first appeared. Ideological differences still exist, but the greater threat to all has required Guardian and Defiant strength combined to defend their land from the dragons. Old disputes have been put aside at times in order to join forces in a much larger, much more necessary fight.

* Guardian and Defiant characters who choose to take on the Planes together may now do so with the below changes to cross-faction game mechanics on PvE shards in 1.10!

* PvP ruleset shards will also gain the cross-faction group changes for dungeons via LFG.

* Guilds can now contain both Guardian and Defiant members.

* Guilds can now accept Guardian OR Defiant guild quests.

* Player-formed and Public Groups may now consist of characters from either faction who are not PvP-flagged.

* Dungeons now support cross-faction groups, and the LFG system now forms groups of mixed faction.

* Instant Adventures now support cross-faction groups and raids.

* If you are part of a cross-faction group queuing for Warfronts, you will be queued as the group leader's faction. On joining the Warfront, it will automatically mercenary anyone in the group who is not naturally of the leader's faction.

* Characters can now trade with members of the other faction.

* Mail (and attachments) can now be sent to other-faction characters.

* PvP-flagged characters will not be able to group cross-faction while flagged; they can still group with members of their own faction any time.

* Defiants and Guardians can now marry!

* Public chat channels are now shared between both factions with the exception of the World Defense channel.

* Players from a PvE shard joining cross-shard chat hosted on a PvP shard will still join faction-specific channels.

* Cross-shard tells should now always be allowed between any two characters.

* The Friends list also allows friends of either faction as long as your character is not on a PvP shard.

DEEPS' DEPOT

* The new icon on the menu bar now allows you to purchase the Storm Legion expansion from inside RIFT!

* Deeps' Depot gives access to purchase expansions, collector's edition upgrades, and services such as Character Rename or Guild Rename scrolls without switching to a browser.

* To rename your character, use the Character Rename Scroll on the character whose name you wish to change, and log out to character select. That character will be prompted for a new name on next login.

* To rename your guild, you can use the Guild Rename Scroll with the appropriate guild rank permission (defaults to Guild Leader only), and will receive a prompt in-game to rename the guild.

NEW INSTANT ADVENTURES - SCARWOOD REACH

* A new set of Instant Adventures is now available in the zone of Scarwood Reach!

* These Instant Adventures are intended for a level range of 30-35.

* Higher level characters can be put into Scarwood Reach when queuing for random Instant Adventure, and will be mentored to level 35.

WORLD EVENT - AUTUMN HARVEST

* Atrophinius has awakened and is ready to begin the harvest. As his head clears from the fog of old mead, he eyes the pile of work to be done. He has accumulated treasures and trash from all over Telara and stored them in the Realm of the Autumn Harvest to reward any Ascended who comes to help him in his tasks!

* Enter the Realm of the Autumn Harvest through Faerie Rings located around Telara. You can find helpful NPCs in Sanctum and Meridian to kick off your search.

NEW LIGHTING AND FOG UPDATES

* If you look around, you should notice some improved lighting, fog, and atmospheric effects in all zones and most instances around Telara! Our awesome art team has taken some renderer enhancements done for Storm Legion and applied them to the existing world.

GENERAL

* There are now icon-type overhead markers for use in raids! The new marks are accessed through the Mark Target list on portrait right-click menus.

* Mousing over a Rune now highlights the equipment that the Rune can be applied to.

* Added a new 'Fill Soul' button to Soul Trees. Using this will attempt to fill the selected soul tree from the bottom up. You can still edit the point distribution before saving your spec.

* Quests that flag you for PvP when picking up items will no longer re-flag you on login.

* Instant Adventure: If you are very far from your Instant Adventure group, you will now be invited to teleport to them every time a new Adventure is started.

* Characters will no longer be put in combat by receiving the buffs granted from fully upgraded Wardstones - Asha's Inspiration, Vigil's Chosen, or Primal Empowerment.

* If you set your Mentoring level prior to joining the LFG queue, the LFG tooltip now displays that level in parenthesis after your character's name.

* Tweaked character movement to make stepping over small obstacles easier, and to reduce the 'hops' that sometimes appear when moving between surfaces.

* Leaderboards and Achievements that track the crafting of items now increment based on the number of actual items created during crafting, and not the number of times you complete recipes.

* A more specific error message is now given if you try to accept a quest reward item that you cannot carry more of at that time.

NEW ASCENDED POWER - RESURRECTING HAS CHANGED!

* Added 'Ascended Resurrection', an out-of-combat resurrection ability available to all Callings at level 1.

CONQUEST

* Dueling is now disabled in Conquest.

* Ready Checks are disabled for auto-formed Conquest groups. If you join Conquest as a group or form your own while inside Conquest, you will still have access to Ready Checks!

* The ability to kick players from group in the auto-formed Conquest groups has been disabled.

* Fixed a chat bug where sometimes players could not see each other's chat in Conquest chat.

* Fixed a bug where occasionally, aggressive NPCs would not aggro you after you left Conquest.

* The "Next Match In..." timer for Conquest now displays hour-minute-second time format for more accuracy.

PVP/WARFRONTS

* Whitefall Steppes: Rogues should no longer be blocked from interacting with the Sourcestone when Stealth naturally terminates.

* Death and Air Rift consumables now deal lower damage in PvP (reduced from "a lot" of damage to "normal" damage).

* Fixed a UI bug where lower-level characters would see the PvP UI tab switch to Warfronts randomly.

WARRIORS

* Fixed several issues where defensive abilities that reduced damage dealt to the Warrior were also reducing healing on the Warrior by PvP reduction values - primarily seen with Binding of Death.

* Riftblade: Improved Riftwalk: Now properly increases the damage of Riftwalk.

* Warlord: Imposing: Added duration to the tooltip.

ZONES

* Revised rare-spawn NPCs to appear more reliably in Stonefield, Gloamwood, Scarlet Gorge, Droughtlands, and Moonshade Highlands.

* Water Saga: Players that have completed 'A Token of the Fae' but have abandoned or not acquired the follow-up, 'Enchanted Wood', will now be able to find the questgiver in the Realm of the Fae.

* Certain attackable objects, such as Vespid Hives or Spider Nests, should no longer keep characters locked in combat. You should drop out of combat after 10 seconds of not taking hostile action against these kinds of targets.

* Fixed scaling of Instant Adventure bosses in lower level zones - they should be slightly easier now for small groups, and slightly more difficult for large groups.

EMBER ISLE

* Concerning Farclan: Quest objective progress should no longer spuriously reset mid-quest.

GLOAMWOOD

* Instant Adventure: Pond Scum: Added missing map markers for this Adventure.

* Instant Adventure: The Solemn bosses for Instant Adventure should appear more frequently now.

IRON PINE PEAK

* An Unbearable Burden: The Redsnow Courier and Bodyguards should be easier to track down and will respawn more quickly.

MERIDIAN

* Made several quality-of-life changes to some of Meridian's main attractions!

* You no longer have to stand so close to the Forge, Loom, Laboratory, or Workbench to craft in the Manufactory.

* Gathering profession trainers have relocated to the Manufactory. The Fishing and Survival trainers remain in Epoch Plaza.

* Recipe vendors have moved closer to their respective profession trainers.

* The Dungeon and Raid equipment vendors have relocated to the merchant tables in Epoch Plaza.

* The World Event merchant has relocated to the merchant tables in Epoch Plaza.

* The Soul Recall point in Meridian is now closer to the Porticulum.

* Increased Practice Dummy health. Adjusted placement for better AoE parses.

SANCTUM

* The World Event vendor has a new location near the entrance of the Lodge of the Planes.

* Profession recipe vendors can now be found near their respective crafting stations.

* The Fishing and Survival trainers have moved closer to the Fishing and Survival recipe NPCs.

* The Instant Adventure quest NPC is now located in Thedeor's Circle.

* The arrangement of Practice Dummies has changed a bit, so check your targets!

* Warfront questgivers and Quartermasters in Thedeor's Circle have been consolidated.

* Praying to the Vigil inside the Sanctum of the Vigil will no longer briefly place you into combat.

* Increased the health of Practice Dummies.

* Retuned the target NPCs for the level 19-20 guild quest 'Lowering Their Defenses'.

SCARWOOD REACH

* Added two additional Guardian respawn points, and two additional Defiant respawn points, to the southern end of the zone.

STILLMOOR

* Zone Event: An Eye for an Eye: Any Shadestone left in your inventory after the end of this event will now be removed, even if it's hanging out in the Rift loot UI.

CRAFTING

* Ironhide now has an increased chance to be skinned from level 52 mobs.

* Feasts are more visible in low-light conditions.

* Fishing related Artifacts are now searchable in your Artifacts tab.

* Ability: Track Fish: No longer dismounts you on use.

* Recipe: Timed Trophy Lure: No longer Bind-to-Account.

* Both the Rare Fish Lure and the Rare Artifact Attractor now function in all dungeons that have fishable water.

ITEMS

* Changed the cooldown on the following Summerfest items to 15 minutes: Tysumi's Treatise on Self Tanning, Ama Ree's Bejeweled Collar, Alo?s Amazing Honeycomb, Tareeah?s Tropical Sunscreen, Summer Swarm, Summer Scarab Carapace, Halifax?s Ginormous Herbal Supplement, Jar of Fireflies.

* The effects from the following items now cancel when logging out or entering Warfronts: Foliage Disguise, Form of the Antiquarian, and Large Crate.

UI/SETTINGS

* Added a 'Train All' button to the calling trainer UI.

* Your inventory bags are now scaleable! Find the bag UI scale and reset bag positions in your settings under Interface > Display.

* After transferring shards, friends on your Friends List should correctly display their online/offline status.

* People on your Ignore list will now continue to be ignored properly after you or they transfer to another shard.

* Friend log-on/log-off messages will now contain the friend's shard name, if applicable.

* Clicking on an Achievement popup will now take you to the Recent Achievements tab in the Achievement window.

* Fixed a bug where the 'In Progress' achievements in the window would not update as you completed them.

* Collection-type quests, such as Fishing quests, now display the objectives (and thus the consumed items) in the turn-in window.

* Planar Attunement abilities that cost Planar Charge now display that cost in the PA window's ability tooltips.

* The Macro name field now accepts longer names - up to 50 characters long, even!

* Fixed the positioning of the rested experience marker on the experience bar - the displayed marker was being shown at the position of 2x the actual rest experience amount.

* Fixed a problem that occasionally resulted in player-created chat channels having no 'owner'.

* Combat logs and other files saved by the game client are now stored under \My Documents\RIFT.

=======================================

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I started playing Rift literally 2 days before the summer event ended, so I was really looking forward to getting home last night and participating in a world event. Sadly, the event doesn't go live until today - apparently they want 1.10 out worldwide before they start the event. :cry:

It was odd however to see a dwarf tanking my all-Defiant expert dungeon :rofl: .

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dungeon queues are popping quick with both factions queuing up, i like it! Also, this world event is easy to finish quickly as some quests are repeatable, so you can farm in one day if you're so inclined.

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So far I'm a little underwhelmed by the event. The only rewards worth getting are the mounts (and from what I understand, they're limiting it to only be able to get 1 of them, not all 4) and those can be farmed in a week or less if you do all the dailies. The essences are not great (though comparatively cheap compared to the other vendor bought ones) and the food is decent to spend your event currency on.

Hopefully the next phase brings some better rewards also.

However, I have a theory that this event is relatively tame due to the fact that we will be getting a massive lead-up event to Storm Legion with 1.11. That should be much more epic (and hopefully have even better rewards)!

Also, if you didn't catch it, Trion did the soul reveal for the warrior's new soul, the Tempest, on Friday. Looks interesting. Warriors are getting a ranged DPS soul that uses lightning. Doesn't seem as exciting as the Harbinger (mage soul) though. Sounds like some good quality of life and overall refinement to the other souls as well based on the conversations had. Also, Bear mounts!

One interesting thing that a sharp-eyed viewer spotted is that it looks like Trion is experimenting with a new stat. SWTOR uses 2 stats for critical hits - you have Critical Rating for the chance to do a critical hit and Surge Rating to determine the amount of bonus damage the critical hit does (base at 0 rating is 50% bonus damage). Seems like Trion is experimenting with a similar set of stats by having Critical Hit and Critical Hit Power stats. The problem I see with this is it has the potential to really cause even more problems with burst damage (SWTOR has this problem), not to mention that this game is already very stat-heavy (with stats like toughness, dodge, parry, block, focus, hit, resist [x6], spell power, attack power, physical crit, spell crit, etc. on top of the base stats) which would make stat distribution and balance on given pieces of gear that much more difficult.

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So far I'm a little underwhelmed by the event. The only rewards worth getting are the mounts (and from what I understand, they're limiting it to only be able to get 1 of them, not all 4) and those can be farmed in a week or less if you do all the dailies. The essences are not great (though comparatively cheap compared to the other vendor bought ones) and the food is decent to spend your event currency on.

Hopefully the next phase brings some better rewards also.

However, I have a theory that this event is relatively tame due to the fact that we will be getting a massive lead-up event to Storm Legion with 1.11. That should be much more epic (and hopefully have even better rewards)!

Also, if you didn't catch it, Trion did the soul reveal for the warrior's new soul, the Tempest, on Friday. Looks interesting. Warriors are getting a ranged DPS soul that uses lightning. Doesn't seem as exciting as the Harbinger (mage soul) though. Sounds like some good quality of life and overall refinement to the other souls as well based on the conversations had. Also, Bear mounts!

One interesting thing that a sharp-eyed viewer spotted is that it looks like Trion is experimenting with a new stat. SWTOR uses 2 stats for critical hits - you have Critical Rating for the chance to do a critical hit and Surge Rating to determine the amount of bonus damage the critical hit does (base at 0 rating is 50% bonus damage). Seems like Trion is experimenting with a similar set of stats by having Critical Hit and Critical Hit Power stats. The problem I see with this is it has the potential to really cause even more problems with burst damage (SWTOR has this problem), not to mention that this game is already very stat-heavy (with stats like toughness, dodge, parry, block, focus, hit, resist [x6], spell power, attack power, physical crit, spell crit, etc. on top of the base stats) which would make stat distribution and balance on given pieces of gear that much more difficult.

Fairly sure resist is being condensed into resist all.

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  • 2 weeks later...

The next soul reveal for Storm Legion is going to be this Friday, October 5th to reveal the new Rogue soul, the Tactician.

Also, Trion announced the first beta weekend for Storm Legion, also starting this Friday, October 5th. It's a closed beta, so I imagine all that participate are going to be NDA'd until some future time (possibly after the official cleric soul reveal on October 12th).

The only requirements for getting in the beta are having pre-ordered Storm Legion and indicating you want in at your Trion account page.

Playing a cleric as my main, I'm of two minds about beta being before the official soul reveal for us. On the one hand, I feel that some of the excitement and thunder is stolen by the beta before the reveal (and it won't be a reveal so much). On the other hand, it should make for some interesting Q&A since presumably many of the people watching and asking will have had a chance to actually play with the soul in the beta.

I do plan to participate in the beta simply to see the new soul and the changes to existing souls. I was a bit worried about spoiling too much, but I don't plan on power-leveling to the new end-game and seeing all of that anyway. I've just started raiding and have only seen 7 of the bosses in Hammerknell and haven't even been to ID yet, so I've got some content to see in the live game before Storm Legion comes out and I have to worry about the new endgame.

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Didn't see anything "leak" from beta, but i've been busy and haven't looked so it looks like clerics are still fairly closely guarded as to our final changes.

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Didn't see anything "leak" from beta, but i've been busy and haven't looked so it looks like clerics are still fairly closely guarded as to our final changes.

Yes, surprisingly, there were very few leaks. I actually played the beta and without breaking the NDA, I can say that I'm very excited for Storm Legion.

Since they've already been revealed, I have a (undergeared) 50 Rogue and played the Tactician a little, as well as both the Tempest and Harbinger (on my baby warrior - 20 - and my baby mage - 28).

Tempest - fun to have a ranged soul for a melee class and seems to function well at lower levels - not terribly exciting so far, but it will probably be better at the higher levels as I unlock more of the cooler root abilities.

Harbinger - this is just awesome, even at lower levels. It plays how I feel a melee class should play. Feels overpowered without being so and is very smooth, reactive and just plain fun to play. Granted, I don't have a high level warrior to compare to, so this could be true of warriors also, just not what I've experienced on my warrior so far on live.

Tactician - I didn't go full 51, but played a new preset which is a mix of Bard with Tactician. Was pretty fun and very survivable (I ran a solo Greenscale's Blight Chronicle to test it since I'm a little undergeared for pretty much anything else yet). Also, flamethrowers - that is all.

As for clerics, I didn't play with the new soul (it was pretty bugged and seemed wonky also), but I'm pretty excited about the changes to the existing souls that they've made.

Sadly, it doesn't look like the cleric reveal will be this Friday - they're doing a "dynamic content" live stream event for Storm Legion. I have a feeling this is due to some of the bugginess that we saw in the beta and they wanna hammer that out before a reveal.

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