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Thread: PVP - 29 Lock, 21 Pyro 16 Necro

  1. #1
    Plane Touched
    Join Date
    Aug 2010
    Posts
    248

    Default PVP - 29 Lock, 21 Pyro 16 Necro

    I am very competitive in First person shooters but find RPG pvp a bit strange. However I still try.

    build: http://rift.zam.com/en/stc.html?t=0z...xfzMuho.xkcp0z

    Here is a build I am playing around with. It is a lvl 50 build without Arch Mage.

    Here are my reasons behind this build and please feel free to comment.

    This build requires little to no sitting and casting. It's very maneuverable.

    Your insta-casts on the run:
    Dark Touch - ( Radiate Death spreads this to 6 other enemies )
    Necrosis
    Flame Bolt
    Inferno
    Count Down
    Essence Link
    Nedra's Grasp - ( Radiate Death spreads this to 6 other enemies )
    Grave Rot

    Opportunity Proc - Cinder Burst or Fireball

    20% boost in damage - Internalize Charge when charge is full.

    Cast all your dots and what nots, time to cast?
    Soul Purge
    fireball

    Enemy too close?
    Burning Bonds with 8 second lockdown and no on damage break
    Flicker
    Fear
    Burn for Mele Enemy.

    Oops your dying?
    Shadow Life


    It's missing:
    with 3 more points in lock you can have silence.
    with 4 more points in pyro you could have another stun ( flash fire - anyone find this useful? I find it more useful in pve raids/party's )
    Missing Necro pet > lvl 30

    One might say: Pyromancer's Armor, but this build is not casting enough fire spells to usefully trigger a free cinder.

    Missing Arch Mage bonus's.
    I suspect if I had to get arch mage I might drop necro.
    Flicker seems way more useful with a 20 second cooldown compared to the arch mage free at 30 seconds and it doesn't get you out of harms way.

  2. #2
    Soulwalker
    Join Date
    Jan 2011
    Posts
    7

    Default

    Quote Originally Posted by Firieth View Post
    Flicker seems way more useful with a 20 second cooldown compared to the arch mage free at 30 seconds and it doesn't get you out of harms way.
    Just a small piece of advice. While flicker in 9 cases out of 10 is way more awesome than the archmage cc breaker sometimes "out of harms way" is in the wrong direction. You can't turn around while stunned. ;)
    Last edited by Alsn; 03-17-2011 at 02:57 PM.

  3. #3
    Plane Touched
    Join Date
    Aug 2010
    Posts
    248

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    LOL. Yeah. I've found myself surrounded by a few enemy's on occasion using flicker. Even if you pan your camera, you don't flicker in the direction of your view, you flicker in the direction your facing.

    Even when stunned your avatar will turn in the direction of your camera, you just need to take the beating for a few. Or maybe it's only when rogues re-apply a stun this happens.
    Last edited by Firieth; 03-17-2011 at 03:26 PM.

  4. #4
    Plane Touched
    Join Date
    Aug 2010
    Posts
    248

    Default

    Here is a tip as well. If you're like me, you can't chew gum and walk at the same time, well at least not as well as chewing gum alone. :P

    Macros. The macros in Rift are really usefull. They allow us to pile multiple casts into one macro. The macro execution will only ever execute one cast per call to the macro but any cool downs allow the execution of the next in line spell to be cast.

    For example. Opportunity proc's, use this macro:

    Code:
    cast Cinder Burst
    cast Fireball
    If cinder is on cooldown it will cast Fireball instead.

    Lets apply this to our dozen or so instants.
    I've ordered these in what I think is the most logical order.
    Code:
    cast Sacrifice Life: Damage
    cast Inferno
    cast Consumption
    cast Countdown
    cast Flame Bolt
    cast Neddra's Grasp
    cast Fireball
    I haven't fully identified if Sacrifice Life: Damage is something I would prefer to micro manage or not. But it's in the above macro for the meat of it.

    Because Necrosis, Essence Link and Dark Touch do not have cool downs they cannot be placed in a macro. If placed in a macro they will simply be cast every time you click your macro. They need specific execution by the player.
    Last edited by Firieth; 03-17-2011 at 03:59 PM.

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