The Friends list also allows friends of either faction as long as your character is not on a PvP shard. 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. These Instant Adventures are intended for a level range of Higher level characters can be put into Scarwood Reach when queuing for random Instant Adventure, and will be mentored to level 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! 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 Death and Air Rift consumables now deal lower damage in PvP reduced from "a lot" of damage to "normal" damage.
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. 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. Meridian Made several quality-of-life changes to some of Meridian's main attractions!
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. Profession recipe vendors can now be found near their respective crafting stations. 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. Scarwood Reach Added two additional Guardian respawn points, and two additional Defiant respawn points, to the southern end of the zone. 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. The effects from the following items now cancel when logging out or entering Warfronts: Foliage Disguise, Form of the Antiquarian, and Large Crate.
Your inventory bags are now scaleable! People on your Ignore list will now continue to be ignored properly after you or they transfer to another shard. 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'. Maelforge: Reduced Spire minion health. Increased Spire minion spawn interval. Reduced the effect of Hunger for Fear. Reduced Magma Cannon health. Reduced Magma Phoenix health. Conquest A number of conquest locations have been moved or removed in Conquest: Stillmoor.
You now gain slightly more Conquest Power per tick for controlling locations. Players once again receive Conquest Power for kills. Infernal Dawn Made a number of adjustments to the Laethys encounter: Greed Elementals' health decreased, and they no longer cast Gilded Shockwave.
Wizened Stoneseers deal less damage. Golden Breath damage reduced. Metallic Orb s damage reduced in both phases of the encounter. Reduced Laethys' passive energy regeneration during the second phase of the encounter. Adjusted the drop rate of some items that were dropping too frequently in Infernal Dawn. General Fishing Trainers and merchants will no longer aggro Invasion and Rift mobs.
Item: Winter's Bite: Now more Chloromancer-friendly. Players who earned the title 'the Raven' and had duplicate title entries listed will see them nevermore. Added a 1-second cooldown to using abilities right after switching roles. Infernal Dawn: Ituziel: Ituziel will now wait a minimum amount of time after casting Word of Incineration before he will melee or cast Brimstone Fissure. Cassock of Condemnation and Cassock of Damnation have had their stats fixed.
Quests that require you to close Rifts that grant experience now give proper credit for closing them while mentored ex: The Saga of the Endless: Trophies of Death. Combat messages will no longer be included in the non-combat log. Fixed a formatting issue when using the Copy to Clipboard button on the Addon Error report. General Instant Adventure: Once assigned to a group using Random Queue, you won't be automatically moved to another group or queue after some time has passed.
Characters below level 25 can once again queue for random normal dungeons. Primeval Feast The Ritual Shaman should always spawn, even if his sacrifice target dies during the spawning script. The Sacrifice debuff itself no longer kills its target. The Sacrificed targets can still be killed by mobs if the mobs are not tanked. Infernal Dawn Laethys: Increased time between minion spawns in the first phase of the Laethys encounter.
Increased casting time of Annihilating Flare. Decreased damage done by Golden Cleave. Molten Gold will no longer be cast immediately after Metallic Orb.
Increased duration of Stoneseer's Wisdom. Reinforced Laethys scripting against the vile 'Gold Piles bug'. General Fixed a couple of potential crash issues, one related to Conquest and one related to keyboard language input settings. General Instant Adventures should once again award appropriate gold scaled to the level of your character. Tweaked some backend stuff that should hopefully kind of maybe have a positive effect on lag reported while Conquest is active.
Conquest Shards of Conquest are no longer tradeable. Decreased hit points on Colossi in Conquest. Slightly increased Favor and Prestige payouts for player kills in Conquest. Slightly increased Favor and Prestige periodic payouts for control of Extractors. Slightly increased Favor and Prestige granted for taking control of Extractors.
Slightly increased the amount of time before Conquest Power begins to decay. Summerfest Beachcombing for the Discerning Vacationist has had the objective count properly set to 5 rather than Also increased the amount of active Treasure Spots.
Puissant Paleontology: Now has more descriptive objective text. Conquest The rewards and structure of Conquest have been modified, with the goal of increasing the fun and rewards from the core gameplay of objectives and map wins.
Wholesale PvP slaughter can be fun, but there are other activities available in Conquest! When an Extractor is taken by a team, it now grants Shards of Conquest to players in range of the Extractor when control flips. You can't just tag an Extractor and leave the area to receive these Shards.
Shards of Conquest can be combined to create Marks of Conquest. The chance of receiving a Mark of Conquest for destroying an Extractor has been slightly increased. When an Extractor is taken by a team, it now grants Favor, Prestige, and Experience to characters in the area of the Extractor when control flips. You can't just tag an Extractor and leave the area to receive this bonus! Teams are now granted bonus Favor, Prestige, and Experience at the same time that Conquest Power is paid out throughout the match.
The value is based on the number of Extractors your team holds. Bonus Colossi no longer spawn at the time the map begins - these planar menaces now spawn after a match has run for at least 30 minutes. Colossi hit points scale based on the number of participants in the Conquest match. The added capture speed bonus for having multiple characters around an Extractor has been decreased slightly.
The Planar Foci that spawn in the end phase of Conquest have had their hit points increased. The Archlich no longer spawns immediately at the start of the bonus phase. It now spawns only after all Planar Foci are defeated. Be warned - the Archlich's hit points increase depending on the population of enemies in the map during the end phase. It may be beneficial to remove opposing players before the Archlich spawns. The Archlich has relocated closer to Zareph's Return.
The Archlich awards 5 Marks of Conquest on death. The number of Marks of Conquest granted for winning a match has been increased. The number of Marks of Conquest granted for losses or ties in Conquest has been reduced.
The amount of Favor and Prestige granted for killing players in the open fields of Conquest has been reduced; Experience remains unchanged. Players that return Empowered Sourcestone to their resource depots at base now receive Shards of Power, which grant small amounts of bonus Favor.
Shards of Power can be received for returning up to 70 Empowered Sourcestone at a time. Conquest Queuing Factions that are full now allow you to queue to join them - and if you're queued for a full faction, you have the option to leave that queue and select a different one.
Once you enter a Conquest match, however, you will be committed to the joined faction and cannot leave the map and join as a different one until the match ends. Selecting a faction on the Conquest UI now either immediately gives you a Conquest entry invite or put you in the queue, instead of using a second enter-Conquest selection. Group leaders now select a faction - either for queue or immediate joining - for their entire group when joining Conquest.
Characters must now be at least level 25 to queue as a mentor via LFG. Instant Adventure: Adventures in low-level zones now grant additional Planar Attunement experience to level 50 characters that are mentoring.
This should be most noticeable on Adventures that are not basic mob-kill objectives. Stonefield: 'Close Rift' Instant Adventures should work properly now. Item: Summer's Warmth: Tooltip now indicates the effect is on single target healing spells. Fixed Armored White War Tiger mounts not making sounds. Strafing with the Q and E keys while you have a ground target reticule up now works properly.
Improvements to prevent false positives on the Addon Watchdog. Crafting Save the bacon! Several Survivalist daily quests have had their meat requirements reduced. All meat drops have been slightly increased on mobs that normally drop meats. General Now that we have fully cross-shard Friend and Ignore lists, these lists are no longer cleared when you transfer to a new shard.
Summonable Snowmen can once again be summoned during Summerfest - the daystar no longer has them hiding in fear! Fixed the dual credit per bug toward the Achievement on the Bug Squishin' quest. Removed the mounted runspeed increase on Alo's Amazing Ice Cream quest.
Conquest Fixed the bug where Conquest buffs would sometimes not be cleared when you left Conquest. Now when you have more people near an Extractor, the faster the Extractor is captured. Leaving and re-entering Conquest should no longer cause some objectives to disappear from the quest tracker. Personal Bankers and Mailboxes can no longer be summoned in Conquest. Achievements for defeating bosses in Instant Adventure should now be crediting properly for ALL bosses. Outfitter: The skill crafting daily quests now require Bolt of Spellspun Silk rather than raw Spellspun Silk pieces.
Extractors now grant Conquest Defender, an area buff increasing Favor gains for all friendly players within 35 meters.
Favor gains increase the longer an Extractor is held by a team. Decreased total match kill count to 5, The crafting window should accurately show the number of shared resources available through crafting depots.
Tweaked balancing of team sizes within a match. LFG reward count should be set properly for characters who haven't logged in since prior to Daylight Savings Time began. Instant Adventure: Fixed an issue causing multiple gold rewards to be given when completing Instant Adventures. Hoardkeeper in Stonefield should not allow two Artifacts to be gained.
Adding friends to your friend list now works fully cross-shard with all shards within your region, not just wargroup. Make a new friend today! General Conquest: Player kills no longer grant Conquest Power. Survivalist: Crafting Daily reward bags and chests have reduced amounts of grey item drops.
Fixed the proc on Amardis' Crystal Shield. Primeval Feast: Atrophinius' Song of Solitude now affects 4 targets down from 7. Summerfest Made the following changes to the Bug Squishin' quest: Increased the number of bugs to 50 per location. Upped the minimum number of bugs present in a location at any time. Conquest Mega Turrets located at bases, now with more 'mega' than before.
Explosive Charges have been scattered throughout all three teams' bases. Avoid them, they hurt! The Archlich is tired out from being dragged up and around towers. He's much happier out in the fields - and plans to stay there! Fixed a case where players could end up in the Conquest map without being assigned to a Conquest faction.
Total map population cap of Conquest has also been lowered a bit to help with server load. The Portal at Zareph's Return has been removed. The Conquest UI now automatically refreshes the current state of Conquest, so you can see without re-opening the window if a faction is no longer full or if the map is ready to be joined.
General You can once again use consumables, trinkets, equip items, etc. The 'Events' channel no longer grants channel ownership to players. If you have friends showing up in your list as Unknown - you can now remove these with the Remove button the slash command is not recognizing them at this point.
Fixed a camera issue when using the Stylist NPCs from outside or behind their tent. Maklamos' beam mechanic makes a return in the 'hardmode' version of the fight, activated by killing three wisps of different colors at the same time. Barrel of Dragon's Breath can no longer be asploded outside of the instance. Summerfest Removed the hedge mazes in Meridian and Sanctum.
Plant Trees in Scarwood Reach: Made this one much easier. Conquest Conquest: Increased the Conquest Power payouts for kills, capturing extractors, and overall contribution. Conquest: You should now see larger numbers of enemy targets from farther away when doing Conquest with large groups. Conquest: Fixed Lifesprings and Turrets being infinitely-usable in Conquest.
General The 'go to recipe' button in the Crafting UI now takes you to your sub-combine recipe that crafts the fewest ingredients. Fixed the Defiant crafting daily NPC Sern being non-responsive to players trying to turn in their quests.
Workorder: Mathosian Longbows should all be giving the correct Wondrous Flux item again. Primeval Feast: Removed some objects that caused line of sight obstruction around the Fae Lord Twyl encounter. Players can no longer end up with channel owner permissions in cross-shard level channels.
Entering or canceling Mentoring now has a 2 second casting time. Rank 50 PvP cloth armor now actually has the different appearances for Guardian and Defiant mages. A case allowing queued channeled abilities to be cast while moving has been fixed. General Members of chat channels that are on other wargroups can now speak in those channels. Instant Adventure: Fixed a case where players from different shards could end up in the same Random Instant Adventure group.
Death Saga: Forces of the Plane of Death: Reduced objective count and fixed some Rifts not counting toward quest updates. Some late quality of life tweaks to Summerfest quests!
Features RIFT 1. The Prestige rank cap has increased to 50, and along with it comes all new PvP Armor sets! Conquest Conquest is a three-way, cross-shard, cross-Sliver battle royale where three factions of Ascended are caught in an ideological struggle for the future.
Guardian or Defiant means nothing here - this is about the role of all Ascended on Telara. The lands of Stillmoor play host to epic battles, where war means fighting in large and small skirmishes for land control, Sourcestone reserves, crafted reinforcements, and PvE objectives.
Access the Conquest menu by hitting 'K' and selecting the Conquest tab, or by selecting Conquest from the Activities menu. Temporarily align with one of three factions before joining Conquest - but choose wisely, because you cannot change your mind once a battle is underway.
If the number of participants skews too much toward a single faction, that faction will be unavailable and greyed out. Once a team has Conquered the zone, their faction will be the only one allowed to respawn within the instance - though members of other factions may still remain in the zone!
Race to destroy Planar foes and foci to gain additional rewards during this phase. Gain Conquest Power by defeating your enemies or taking and holding Extractors. Conquest Power unlocks benefits for your character that are visible on the Conquest menu - these benefits remain outside of Conquest as well!
Gather Sourcestone and return it to your base to allow crafters to create faction-wide buffs for your battle. New crafting recipes for Conquest are available on the Quartermasters inside the Conquest instance.
New items are available from the Quartermasters as well! Mentoring: Play Anywhere New Mentoring system allows you to set your character's level below what it actually is, whether you're on your own or playing with a lower-level character.
When choosing a mentor level, it must be 5 or more levels below your current actual level. The new Set Ascended Mentor Level menu option now appears when right clicking your own character portrait. You can choose what level you'd like to set your character to from this option. When right-clicking the portrait of another character, the menu option to set your mentor level to the target's level appears. While mentoring, your stats, abilities, regeneration, etc. Grouped characters in a group where someone is being mentored will receive bonus experience as long as the Mentor remains within 3 levels of the lower-level character they are mentoring.
The new Adventures are appropriate in level for the zones they take place in, but in a tie-in with the new Mentoring system, can also benefit higher level characters looking for a change of scenery! If your character is in one of the four zones listed above, and is mentored to the zone's level range either solo or Mentoring a lower-level character , you'll be able to queue to join Instant Adventure in that zone.
Characters who are naturally of the zone's level will also be able to queue. Higher-level characters who aren't already Mentoring can now queue for Random Adventure, which will automatically Mentor you to an appropriate level to take part in these lower level zone Adventures if a group is available.
It may also place you into higher level Instant Adventure groups as needed. Random Adventures provide bonus rewards for the first 14 you complete each day. Experience and Sourcestone rewards will remain appropriate to your character's natural level, even if you are being mentored.
If Mentoring to a lower-level Instant Adventure participant, you'll receive bonus Mentoring experience the same as non-Instant Adventure Mentoring would. Item Caches obtained through lower-level Instant Adventures can contain green-quality equipment scaled to your character's natural level and Calling. Characters who are still leveling and taking part in these new Adventures will find these items comparable to quest rewards for their actual level, so you won't be missing out on gear by leveling via Instant Adventure!
For a fee, characters can change any aspect of their appearance aside from character race or gender. The price ranges between simple cosmetic procedures - new hair colors, or new styles - up to significant, dramatic alterations such as height changes, facial features, and skin tones.
You can see the total combined cost of your current changes while in the customization screen. New Sliver: Primal Feast! The new Sliver of Primeval Feast has been discovered in Droughtlands! As a companion sliver to Infernal Dawn, Primeval Feast is intended to be more difficult than the challenges of Rise of the Phoenix, and its rewards appropriately more powerful.
Fae Lord Twyl, after consuming Greenscale's power, is on the rise. The Plane of Life runs rampant, devouring all it can reach - running low on prey, they turn on Lord Greenscale himself, attempting to consume the dragon of Life and his essence. It's up to the Ascended to give them a good pruning before Lord Twyl and his minions expand unchecked into other Slivers of Telara to feed their hunger!
The added ranks offer new milestone titles and additional Planar Attunement bonus experience when attained - 2 Planar Attunement levels worth for each rank. The values should fall about two tiers below comparable PvE weapons. Increased the effect of Bolstering in line with the addition of new PvP gear. Bolstering is now applied to all characters up to rank 36 in both Warfronts and Conquest.
Summerfest: 1. Summerfest comes to Telara, and no Planar threats can keep people holed up in town. Enjoy the outdoors in this new annual event with activities anyone can enjoy. Go on a scavenger hunt, chase some friendly wildlife for pets, ride a barrel down a waterfall, or just picnic on the beach - but keep an eye out for the Swarmlord and his bugs! Summerfest event currencies can be used to pick up loads of fun new items - fun polymorphs and costumes, new pets, titles, summer gear, or tasty foods!
Keep an eye out for hedge mazes in Sanctum and Meridian where many of the Summerfest events are being coordinated. General Added a new 'Bag Sort' button to the inventory bag bar and the bank window. Bag Sort will rearrange the items in your bags to group them into similar categories Artifacts next to artifacts, crafting items next to crafting items, etc.
Added a new visual warning that buffs are about to expire; the buff icon now fades out when the duration is getting low. New overhead icons for NPCs help show what they do at a glance! Quests that allow party-sharing will now be offered to all Raid members. Experience locking has been removed now that you can set your level lower via Mentoring! They can only be summoned while out of combat. Merchants that sell items for large amounts of Planarite or Favor now have their sale value abbreviated if the cost is greater than 9, For example, 10, will display as '10k'.
Newly-created Guilds now have default permissions that allow all members to use Guild Rally Banners, if the guild has that perk. Fixed a bug where guilds would be listed in Guild Finder even after transferring to another shard. Fixed Call of the Ascended not working on players whose corpses were recently teleported. Ignore also works the same way - you can ignore someone cross-shard now.
Chat channels are now game-wide by region - North America, Europe, etc. You can now join cross-shard channels on any other shard within your region! The channels have not been merged together; players can join specific Shards' chat channels from a different shard. Friends can now be added cross-shard with any player in your wargroup and of your faction. Leaderboards Viewing a Leaderboard with the 'Top 50' filter selected now shows your actual score at the top instead of a '0' if you're not in the list, and will not incorrectly display your rank as '51'.
Fixed timed scores that ended in zero seconds so they don't omit digits. Souls Pets now have a maximum active distance from their owner that when reached, will cause them to stop what they're doing and return to you. Slight tweak to Charge-type attack abilities; the only noticeable change should be that attacks involving a Charge can now critically hit on their own.
Chloromancer Wild Growth: Fixed a pushback issue where Wild Growth could be cast faster if the Chloromancer is damaged while casting it. Wild Growth: Healing from Wild Growth now affects allies who are immune to crowd control effects such as the Marksman's Strafe.
Essence Surge: Now triggers Natural Awareness when cast. Dominator Controlled Opportunity: Fixed an issue with how this is applied to targets when using mouseover macros. Necromancer Feign Death: No longer completely despawns pets. Pets will be invisible while Feign Death is active, and reappear as soon as the ability ends or is deactivated. Neddra's Torture: Fixed a pushback issue where Neddra's Torture could be cast faster if the Necromancer is damaged while casting it.
Backdraft: Will now deal damage to the target even if they are immune to the Stun portion of the ability. Warlock Mortality: No longer affected by damage pushback when casting. Assassin Baneful Touch: Fixed a tooltip bug where tooltip indicated that this increased poison damage, when it shouldn't. Bard Virtuoso: Fixed a tooltip bug where the tooltip did not indicate that the effect only works on Codas and not all Finishers. Diffuse: Fixed a bug where Diffuse was causing damage abilities with buffs like Shadow Fire and Annihilate to be redirected to your pet.
Blood Raptor's Razor Lash now deals damage to enemies around the target instead of enemies within a frontal cone. Riftstalker Rift Disturbance: Fixed a tooltip bug where the tooltip indicated the ability would grant a Combo Point when it doesn't.
Rift Barrier: Will no longer reflect damage after the absorption from Rift Guard has been consumed. Now generates threat from non-reflectable attacks received while Rift Guard is active. Saboteur Increased the projectile speed of all Charges to reduce the occurrence of Detonate not triggering a Charge due to projectile delay. Removed the application delay of Charges from Rapid Setup. Beastmaster Fierce Strike: Fixed a bug with Rank 6 that caused it to repeatedly chain damage.
Champion Destroyer's Bearing: Can now trigger off of Deathblow. Cornered Beast: Now properly grants immunity to Knockback and Polymorph. Paragon Flurry: Now properly grants immunity to Knockback and Polymorph. Riftblade Rift Surge: Fixed a tooltip error where it reported that it was granting too few stacks. Warlord Intercept: Now has a range of 30 meters. Distractions now properly stack with each other so you can have two Warlords using different Distractions.
Players no longer drop random loot or consumables. Existing purchased runes will not be affected. Reduced the notoriety requirements to Honored for purchasing Shoulder slot runes from Templar Whispers and Solomon Dewey. The achievement description for Warfront Veteran now mentions that Library of the Runemaster will give updates. Zones Bind-on-Pickup notoriety granting items that drop from some mobs in Gloamwood, Stonefield, Scarlet Gorge, and Droughtlands are now Common-quality items used to be Uncommon.
Various monsters and objects left over in the world after the War of the Wanton Maw will no longer appear. He wasn't the kind of surprise intended. Scarlet Gorge A Bit of Subterfuge: Female characters will now get disguised as females while on this quest.
Instant Adventure Updated the way the Join Adventure button is displayed when near other characters currently doing Instant Adventures. If you or someone in your group is not the right level range for the Adventure, the join button will not be shown. Also cleaned up the way Instant Adventure groups interact with Public groups, especially near Rifts.
Ember Isle: Greatly increased the number of gators available for Gator Wrestling. Added better minimum population of Marine Lurkers for Bug Out. Available targets should be easier to find for Unleaded Transmutation. Completing objectives in Simmer Down now awards experience. Dungeons, Slivers, and Raids A character attempting to log out in a Dungeon or Raid while anyone in the instance is in combat will now take 2 minutes to fully log out, rather than 20 seconds.
Master Mode Dungeons and Raid instances are temporarily unavailable to cross-shard groups. Infernal Dawn Dreaded Longshots now briefly pause after spawning before shooting someone in the face with their auto-attack. Laethys: Resolved a case where gold piles would fail to properly deactivate.
Items Darkmetal Hauberk now has Focus instead of Hit. Making the boss require full HK gear set for tanks is extreme. Last edited by Gomba; at AM. Until then we are forced to farm HK As people grow bored , and learn Akylios with 18 raiders.
This is the last thing in Rift for alot of us to accomplish before 1. Originally Posted by Boric. LOTRO did this with there radiance stat and quickly realized how it was not good for the long term so got rid of it. I see your point op. Thus the people on step 4 will run out of recruits unless they get every new player through steps again. It only escalates when adding steps hit levels. So when you get to step 6 or 7 who the hell wants to help new players through to catch up Most games don't have this many gates at one level cap.
So expansions normally take care of this and everyone moves past it together. Rift having so much content so fast is making this more noticeable. Don't take that as gripe about content releases either, I am quite happy. Just stating that on the current trend, we will be in a very precarious position. Last edited by kansor; at PM. I see OP's point. Rift is hemorrhaging top end raiders, but nobody wants to go back and do old content to gear people up.
Last edited by Hodor; at PM. Updated Rogue 2. Pixel Monkey. If we say "single target cleanses only, and we'll call for them," that means not casting Empowering Light or Cleansing Flames. Take it out of your macro, if you have to, or write a new one specifically for that boss- I've got a few for bosses in GSB that I use. There are very few instances where standing in a puddle of colored light is a good thing, and I can think of exactly one that's red.
Don't knock things away from the tank unless specifically asked to do so. Don't roll "need" on things that you can't use or aren't an upgrade. A raid leader will usually spell out their loot policy beforehand; don't be surprised if it's one loot per person per go, because that seems to be what's standard for raids on farm.
Don't talk over the raid leader. They're usually giving instructions. Don't babble in chat, especially if you get pugged into a raid. Very few people are going to care about how your day went or that you have an itch. Don't randomly go AFK.
If we've been going for more than an hour or an hour and a half, ask for a bio break- don't just randomly take it. The raid leader will give you a time to be back- the one I use tends to be five minutes. Be back by then. While I don't kick people who repeatedly show up late on returns, I'm less and less likely to invite them back every time they do it.
If something RL happens, say something- "I'll be right back, someone's ringing the doorbell" doesn't take long to type out. Neither does "My kids need to be put to bed. Don't complain if someone else gets the piece of loot you wanted, unless they had no business rolling on it. It's loot; it'll come up again Raid rifts are run in open world, and are relatively quick compared to the instanced raids. The hit, focus, and toughness requirements are all the same as an equivalent instance.
They're a good way to gear yourself up; the gear that drops is all very good, compared to even the stuff in expert dungeons, and the essences are a good, quick way to upgrade your sigil.
In some cases, you have to do raid rifts to build certain sigils- usually resists. To be considered "T1 raid ready," you need a minimum of preferably hit or focus, and if you're tanking, you also need a minimum of toughness. This can be runed, although it's better if you don't have to- and with the current crafted sets, you don't really need to.
You can easily get seventy-five hit or focus just off of your jewelry, and your weapons and armor should also provide some. If you don't have the crafted set, experts are an excellent way to learn the general mechanics for raids. GP and DH are man instances. GSB and RoS are man. When possible, study the fights beforehand. Many raid leaders understand when people need explanations and are willing to give them, but at the same time, many expect people to come in knowing what to expect. At this time, none of the T1 raid content requires special sigils, although any improvement to your sigil will tend to improve your performance so long as it contributes to your attack power physical DPS and bards , spell power magical DPS, archon, and healers , or mitigations and endurance tanks.
To be considered "T2 raid ready," you need a minimum of hit or focus- preferably , and possibly as high as , depending on the fight. Tanks need at least toughness. T2 raiders are expected to be able to respond to mechanics when necessary, have all of their consumables or at least a reason why you don't need them, and have their gear runed for whatever it is that they're doing. Most T2 raids are run as part of a steady group, and those that are picked up are usually expected to know what they're getting into.
Hammerknell, the T2 man raid, has eleven bosses, each with their own mechanics, spread out over two floors. On the lower floor, no special sigil is required; on the upper floor and for everything after, a water resist sigil becomes mandatory.
For the two bosses on the upper floor, Inquisitor Garau and Inwar Darktide, you want at least water resist before raid buffs, and for the Lord Jornaru and Akylios fight, you want as much as possible.
On the Akylios and Jornaru fight in particular you're going to require at least hit or focus. While it does not require a special sigil, fire resist does help a lot.
Tanks are going to have to stack toughness over the game-suggested due to the last boss's stacking debuff- it hurts. A lot. As mentioned previously, it requires a minimum of , preferably , hit or focus and toughness for tanks. In addition, it requires a fire sigil for the fire wing, and quite likely an earth sigil for that wing. I'm not sure about that one, and haven't found anyone to ask. Nothing more annoying in vent than listening to 15 ppl try to talk over eachother about stupid stuff.
Very well done. Only question I have is, how does spell power requirements for a pure healing Cleric go up from the that is good for T1 to be on par for T2 and T3.
I know I'm good for Expert Dungeons and the T1 man raids. I just need to do more with my clerics on either faction to get better acquainted with them. Most trash pulls are pretty quick, but bosses tend to take a while, anything from seven minutes to half an hour, depending on the fight. Some fights are that heal intensive; not many, but it's also going to depend on how well your raid stays out of poo and follows mechanics.
The less they follow the mechanics, the harder healing is.
0コメント