Sunday, March 25, 2012

Rift: More content? Seriously?!

MMO Report visits Trion, makers of Rift
Rift is blowing my mind. I just went back over what we've gotten for new content since June. It's... well, it's a bit daunting, really. And now they're coming out with a new 20-man raid with 2 of the major lore characters (the dragons Maelforge and Laethys) for guilds to wipe on... er, do battle with!

So, just to recap, here's what we've seen since June of 2011:

  • Twisted artifacts (ground spawn goodies visible with a specially purchased ability)
  • The Hammerknell 20-man raid with 11 bosses introduces tier-2 raiding
  • PvP rifts
  • Instant adventures: a queue for ongoing world event quests
  • Drowned Halls 10-man raid
  • Variant warfronts introduced
  • Ember Isle zone introduced with ongoing invasions to fight and its own periodic zone events with improved rewards

Friday, March 23, 2012

What the hell is wrong with MMO armor artists?!

Two of the most popular MMOs in the world, Rift and World of Warcraft. I've played them both. I like both games, though I play Rift exclusively now. Still, they have one thing in common: the raid gear seems to have been designed by blind fabric hoarders. Really, have you seen this stuff? The just-announced "challenge mode" gear from the upcoming Mists of Pandaria expansion for World of Warcraft, for example, and then there's the highest-end raiding gear sets from Rift (in Hammerknell). This stuff is a patchwork of multiple color schemes, patterns, fabrics, and materials. Why?

Let's go back and look at an old game. Here's EverQuest. Now, I'll admit that the graphics are very dated, and extremely low-res by comparison, but look at the use of extremely smooth and simple looking patterns. The gear doesn't look like it was assembled from whatever was lying around, but rather like a single, contiguous piece.

Rift, WoW, and all of the other MMOs need to stop trying to cram a much texture as they can into this gear and just make it look good.

Tuesday, February 14, 2012

Rift Mage: Archon

Archon is one of Rift’s mage souls. It's a versatile soul that brings great benefit to any mage that incorporates it into their build, but it's also a raiding powerhouse when used as the primary soul. In fact, the 51-point Archon is so powerful that in addition to Bard, it's one of the only two souls that are pretty much required in any 20-man raid.

This article is all about the uses of Archon from folding in a zero-point Archon tree to taking advantage of Archon talents in other builds to full 51-point Archon support.

Tuesday, February 7, 2012

Rift Raiding: Just the Buffs

Bluedot has a great buff/debuff list up on his site, but it's lacking some crucial information that I constantly find myself needing in order to resolve who should cast what in raids. This is his list of buffs with all of that extra detail. I'll be doing a debuff equivalent article soon.

It should be noted that I've been playing Mage for the most part, with some Rogue. I'm almost certain to have gotten some details wrong with respect to Warrior and Cleric, so please double-check my work and send me some feedback if you find a problem.

Friday, February 3, 2012

Rift Mage: 1.7 Update

Since I first published my How To Do It All Wrong and Win article about pyrolock mage dps, I've done a fair amount of raiding, dungeons, solo and PvP. I have some new info to share with you, and some updates to that article.

First off, the build has changed slightly, as have the macros. I no longer blend in Archon except as a zero-point tree (my fellow guildie, Calvnan, suggested this, and while I still think there's value in the infinite mana of Archon, the flexibility of a zero-point soul combined with the dps increase of this build makes it a great raiding build). This leaves me mana-starved in many situations, so Sacrifice Life: Mana becomes an important part of my rotation, and I have to cast it about every minute in order to maintain a boss fight. This sacrifices one 1-second global cooldown (thanks to the global cooldown reduction from Pyromancer) while giving me a substantial DPS boost from the Warlock tree (remember that both Warlock and Pyro give extra dps based on how many points you spend, so taking additional dps points in those trees gives extra bang-for-the-buck).