Tuesday, July 21, 2015

rogue soul nightblade placeholder



The Soul of a Nightblade


The Nightblade Soul plays a part in these purposes:
      • Battle Bard (12pt)
      • Flame Trooper (40pt)
      • Nightstalker (56pt)
External Sites:
Nightblade Guide
Nightblade Talent Calculator
Nightblade Video

  **Bonus Mastery: Each point in the Nightblade Soul increases damage by 1%.




Type of Soul
Offensive
Description
A Rogue who mixes arcane powers with cold steel for deadly efficiency. Cloaked in shadows, they rely on precise strikes of the blade and the fires of death to leave nothing but ash in their wake.
40pt Talent
Flame Blitz   18 energy   Instant cast     Requires Melee Weapon 
Damage     
Deals additional fire damage per combo point to up to 5 enemies. If target is affected by the rogue’s Fiery Spikes, applies Fiery Spikes to all enemies hit.
61pt Root Ability
Dark Descent 10 energy   Instant cast   No Global Cooldown
Self Buff      Cooldown: 30 sec.
The Rogue’s next 2 finishers do not consume combo points. Lasts 15sec.
Main Weapons
Daggers
History (from the Rift site)
Only those who deal in the shadows know the name of Clan Zardonis. For ages, they clan’s ruthless regime of physical training produced the finest murderers and cutthroats. Their teachings shunned the arcane arts as weak and unreliable, but one young upstart would prove them wrong. Acacia was the finest disciple of her generation, and mastered the art of the veiled blade at a young age. Yearning for more power, she studied in the arcane in secret, experimenting in the shadows and growing more lethal with each passing season. For almost a decade the young woman ruthlessly enforced her clan’s will by night, poring over eldritch tomes in the dim light of dawn. In the winter of her 22nd year, Clan Zardonis took a contract to ruin a wealthy family of Mathosian traders. Such a large endeavor required the clan to dispatch many of it’s finest killers, Acacia included, on a midnight raid of the trader’s compound. The clan did not realize its folly until the assault was underway, for they faced not fat traders but mages of the Abyssal cult and in moments found themselves tightly bound in chains of planar energy. Of course the Abyssal did not expect a foe with knowledge so similar to their own and were completely unprepared when Acacia slipped from the shadows, cold flame dancing on her daggers. A whirlwind of fire and steel, she moved through the cultists, her blades piercing magical wards and flesh alike. With the spell of binding gone, the assassins of Clan Zardonis were free to extract revenge, and by dawn not a single cultist remained alive. Saved from annihilation, the assassins embraced Acacia’s power and made it their own. Over the decades to come, Clan Zardonis flourished, spreading their teachings to new generations of Rogues, who became known as Masters of Shadow and Flame.
Strengths
A Nightblade’s stealth and proficiency with weapons can dispatch enemies quickly and silently, while their knowledge of arcane magic gives them versatility in dealing a wide variety of damage.
Weaknesses
Preferring the element of surprise and precise killing blows, a Nightblade does not do well in long fights, and is better suited to sneak attacks, or ambush techniques. Fighting a foe head on is a foolish endeavor for a Nightblade.

Friday, July 17, 2015

rogue soul tactician

The Soul of a Tactician
 
The Tactician Soul plays a part in these purposes:
  • Flame Trooper-DPS (36pt.)
  • Bladestalker-DPS (4pt.) *requires lvl 50*
 
External Sites:
 
 
*Bonus Mastery: Each point spent in the Tactician tree increases healing by .75% and damage by .75%.
 
Type of Soul
Support
Description
Tacticians are masters of Empyrean technology. These highly versatile rogues use a variety of tools and gadgets to obliterate their enemies.
40 pt Talent
Curative Torrent       15 energy       AE Heal
3.0 sec. Channel       Requires ranged wpn.
Restores X health to party or raid members in front of you over 3 sec. This effect can heal up to 2 additional party or raid members. Reduces energy by 1 for every second of channel.
61 pt Root Ability
Ablative Coil       10 energy       
Cooldown: 2min.       6.0 sec. channel
Protects all raid members around the rogue from harm, reducing dmg taken by 30% for up to 6 sec.
Main Weapons
Bow or Gun
History
The transit lift was enormous. A deep and armored cage suspended from track by magic and metal, it could carry a dozen Empyrean warriors in heavy plate. Or, in this case, a rogue and his golem.
The former lay sprawled in a corner while the golem prodded at the lift’s controls. The rogue pointed overhead. "Up, Cere." Blood ran from his mouth when he spoke. “To the top.”
The golem keyed in the destination. As the lift spun to life, Ceredwyn looked back to the rogue. "You're a mess,” it creaked.
“Ice mages,” said the man, grinning. He wagged his left arm – frozen solid to the elbow – at the golem. “I think they got me.” At Ceredwyn’s insistence, he conjured a healing core that took root on the floor and thrummed with elemental energy. "But you should have seen them boil," he muttered before passing out.
By the time they arrived at the bunker, the rogue was fully healed. He checked the shelter's provisions: food, water, and ley lines to power an assortment of wards and devices. While Ceredwyn briefed him on the battle raging outside, he reflected on the survivors they'd rescued so far: an ambassador’s family, a dark cleric from Necropolis – some two dozen souls in total.
Not enough, he thought. Gathering an assortment of weapons and powering the engines in his armor, the rogue signaled Ceredwyn to open the bunker’s door.
The girl fell back and called for her beleaguered parents to follow. They alone had survived a wave of invaders pouring from a tear in the sky. Now a monstrous blue dragon led a second group of demons their way.
To her horror, sizzling bolts of energy ripped past from the direction of their retreat, striking her parents in turn – yet neither was felled. Instead, the energy bound their wounds and washed away their fatigue. She turned toward the source of the magic to find a leather-clad human racing toward them.
If she was surprised by the rescue, she was even more amazed to recognize the man as they crossed paths – it was the city's madcap inventor, a rare sight outside his underground tunnels. He flashed her a smile in passing, then unleashed energy beams and pulsing turrets that made quick work of the remaining demons.
While the dragon circled overhead, the rogue directed them to the disguised opening of a massive bunker. It took the girl a moment to realize he hadn’t followed them inside. Instead, as a mechanical attendant creaked through introductions and protocols, she glimpsed the man in the distance, spewing gouts of flame and frost, locked in dazzling battle with the dragon.
“He’ll be back one day, Calliope,” her father said, putting a hand on her shoulder as the portal whirled shut. “T’Scain knows what he’s doing.”
Strengths
A versatile support specialist who can excel at both healing and fighting at the same time.
Weaknesses
Not very effective at AoE dmg. and not a true healing or dps class, more like a hybrid.
 

Thursday, July 16, 2015

[Off Topic]: Patch 3.3!

Dig into the mysteries of the Nightmare Saga, aid Cosmologist Mann in setting Tarken Glacier right, and craft amazing new armor and weapons in RIFT 3.3: Waking Nightmares!

The Nightmare Saga Begins

Embark on a brand-new Saga Quest revealing the origins of Lord Arak. All level 65 Ascended have received a letter from Purgav, a concerned Ghar Researcher in Goboro Reef, opening the door to this journey to the realm of dreams. Act 1 is available now. Act 2 is set to release on July 29, followed by Act 3 on August 12!

Sleep no more, Ascended, for the tortured visions haunting your nights only tighten Arak’s grip over Telara. The Lord of Nightmares, who peers into your darkest memories and gives flesh to fear, stirs in cold depths of Draumheim!

RIFT 3.3: Waking Nightmares arrives July 15, unleashing the first chapter of the new Nightmare Saga plus Planar Crafting (including new, upgradeable planar gear and weapons), Instant Adventure in Tarken Glacier, and a new, more accessible variant of the Gilded Prophecy raid.
Prepare today – Arak and Laethys await!

Planar Crafting

While you’re fighting through Tarken Glacier, stop to battle invaders from Planar Crafting Rifts to acquire all-new materials used in recipes of unprecedented might.

 

 

Instant Adventure in Tarken Glacier

Scale the Glacier in this max-level Instant Adventure that will take you from the jaws of the reanimated dragon, Shigoroth, into the twisted mind of Cosmologist Mann.

 

 

Silver Loyalty Tier

Those who achieve the coveted Silver Tier of Loyalty will be rewarded handsomely with prizes including Distinguished Levitate, the Miss Moneypiggy Companion Pet, and a special new “Pay to Whinny” Minion card.

 

 

Intrepid Gilded Prophecy

Return to Gilded Prophecy with three levels of challenge including an all-new Introductory level that allows you to raid in a more forgiving environment. Already an accomplished raider? Then the challenge can be increased with commensurate rewards!

 

 

You’re Gonna Need a Bigger Boat

Waking Nightmares arrives with new Server Bank Slots, Wardrobe Collections, Fashionable Achievements, Hardmode for Rhen of Fate, and more additions to your favorite systems, plus a new Power Pack and a special Credit Promo: Now through July 31 you’ll fish up an all-new Nightmare Thresher Mount when you buy a $100 Credit Pack in-game.
So venture forth, Ascended, and experience epic encounters both old and new. Waking Nightmares has arrived!

Wednesday, July 01, 2015

rift lore info


From Wikipedia:
     "Rifts are areas of elemental instability. They are markers for the point where the Plane of choice intersects and intrudes upon the world of Telara. Once these Rifts are opened-either by acquiring enough power from Telara to open on their own, or forced open by adventuring Ascended-waves of increasingly powerful Planar foes spill forth into Telara. They are usually guided by a commander of some sort. They set up base around the Rift and occasionally send out scouts, or "invasions" into the land of Telara to set up bases (idols) and to attack important neighboring camps of Telarans. These Rifts will stay open for many days, sometimes weeks! The longer they are opened into this dimension the more chaotic and unstable they become. It will take a powerful Ascended alone, or several well coordinated Ascended to take down the foes protecting the Rift and to help close the anomaly, thus ending the threat from the Planes."

Ascended may find that when they close these Rifts that intrude upon our world, they gain strength, clarity of mind, and other powerful and useful benefits from the excess Planar energy. Their altered souls and unique gifts granted by either the gods or the machines of the Defiant allow them to access and use the excess Planar energy from the closed Rifts, gaining special rewards. They may even find excess Sourcestone, bled off from the closing of the Rift, which is considered incredibly valuable and sacred to all Telarans and can be used or traded for something of equal to or more value.