Could Try HarderMarch 21, 2011 at 4:26 pm | Posted in General | 1 Comment
Tags: bad hawley, rift, soul system, stop slacking hawley!
Some, and now heading towards Many, players have levelled characters up to level 50 in Rift.
I am not one of them.
There are many reasons for this, but I think the first and foremost reason is that I really haven’t been looking to level at speed. Having learned my lesson with ‘Clysm, I’m desperately doing my best not to burn myself out during the levelling process.
I am also sharing my time between four alts. Oh yes, I have one of each of the four major food groups thoughtfully provided by Trion.
And right now, I’m finding that I’m really enjoying one or more aspect to each of the classes.
What I like most is that all of the souls I’ve encountered seem cool. Bear in mind that this is largely due to the way *I* play, but I’ve yet to come across one and have “Bah humbug!” thoughts.
It’s also worth bearing in mind that I’m the sort of player who gets pathetically grateful when in groups, so always goes for utility over the personal satisfaction of damage. That and it’s hard to see when someone’s slacking with a utility role. Sue me.
These are the classes and soul constructs I’ve been using most:
Cleric: Mostly Sentinal, some Warden, less Inquisitor.
I am DOT boy. See me DOT. It’s surprisingly survivable having two healing souls, and having three instant DOTs and a two-second cast on the fourth DOT means taking on multiple mobs is easier than I imagined. There are also a plethora of heals, with a scarily expensive group heal, a few single hit heals, and a few HOTs. The Inquisitor also brings a few extra punchy options, for the times when I need a mob dead *soon as*.
It’s a good instance healing build. There is only one fight so far where I’ve found mana an issue, and that’s the end of Deepstrike Mine which is long and almost raid-like. For straight healing output it’s fine, but sometimes a backup healer really helps with those damage-spike moments; lacking shields makes it difficult to deal with a nasty crit.
Rifts are also fun. I can heal when it’s a small group, switching to damage when there’s enough people there, and it’s all fun. I’ve heard that healing contributions are much less than damage contributions, but to be perfectly honest I don’t care; I have more fun healing rifts with my cleric than chucking damage, and fun is what I play for.
Mage: Mostly Dominator, some Archon, some Chloromancer
I set out to create a Loremaster from Lord of the Rings Online, just without the annoying animal slaves, and I’m pretty happy with this combination. The Dominator soul means I can turn things into a squirrel (and being threatened by a squirrel makes me girly-giggle every time it happens) but not much else because the character is going through that difficult teen period, but it should soon open out. Archon has some useful buff-debuff action, and I like the fact that most of them will debuff a mob *and* buff the party as part of the same spell. Nice.
Chloromancer was added as I wanted more utility over straight damage potential, but it’s combination of damage-to-heal abilities means it’s quite nice and punchy.
I’m looking forward to getting to higher levels with the mage; whilst breaky, it does have a rather splendid “toolkit” set up, rather than just spamming three or so buttons to win fights.
Warrior: Mostly Warlord and Reaver, some Paladin.
I’m surprised by how much I’m enjoying the Reaver. I took it as “the third soul”, but it’s now a joint primary with Warlord. It reminds me of World of Warcraft’s Death Knight, but with an understandable mechanic as opposed to something that seemed wilfully obtuse and unworkable (yes, I just clicked on skills as they became available, rather than actually intending to do anything). Warlord’s group utility should mean some fun off-tanking as well as tanking support, and that seems like fun enough for me.
Rogue: Mostly Saboteur, some Riftstalker, some Marksman.
Now this *has* surprised me most. I started the Rogue because I had one of everything else, so decided to go for a full set. I’d spent a little time with one or two ideas in the beta, but without thinking much of it. I’d spent all of half an hour with Saboteur, and decided it was bobbins. Utter, unadulterated bobbins (for those unaware of the terminology, “Bobbins” is not a positive term. Guess who’s trying to swear less?).
Yet for some reason, I decided to give it another go; after all, as the unwanted runt of the litter, who was to care if Rogue-boy was better known as Limpy the Rogue?The surprise was on me. Charges are hilarious fun. The fact that they do nothing but add combo points until detonated means that a fight goes something like this:
No damage. No damage. No damage. Still no damage. No damage. BOOM! You’re dead!
Add in charges that do other things than *just* damage, and it’s hilarious fun. I’ve even found that you can get all five charges on a Squirrel’d enemy, and it won’t break the Squirrel until detonated. Now *that* is a lovely synergy. It makes me feel all Mad Harry, really it does.
Riftstalker just gives a little tankiness, and marksman gives me an immediate-damage ranged ability, for those times when a little preparation isn’t necessary.
All in all, I’m more than happy with my character options. The ability to go and get the other souls has meant I can collect them at my leisure, and when I fancy a change just set up my alternate spec and have a lookee. Yes, I am poor as a result, but I like that freedom.
Of course, it also means that I’m not levelling as fast as I could be. I should try harder.