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  Click here to go to the first Rift Team post in this thread.   Thread: Frostkeeper available for Public Beta on PTS Server

  1.   Click here to go to the next Rift Team post in this thread.   #1
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    Default Frostkeeper available for Public Beta on PTS Server

    Hi all,

    The upcoming new Mage soul Frostkeeper is now available to you on the PTS! All numbers and mechanics are still undergoing tuning, but you can see and comment on the mechanics, talents, and abilities. I hope you enjoy this sneak peek!
    Jeff "Red Hawk" Hamilton
    Senior Systems Designer - Rift

  2. #2
    Prophet of Telara
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    I think that FK's healing gift (1% per point) isn't working at all. I got the same healing value for bloom in 61 chloro with 5 harb and 5 in FK.

    Edit: Yep. I'm 100% sure it`s not working. I`ve just tested it with 61/5/0 and 61/15/0 chloro/fk specs.
    Last edited by Lokken`; 03-28-2016 at 11:40 AM.
    Lokken - 65 lvl r100 Mage
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  3. #3
    Prophet of Telara
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    Frostkeeper's healing gift (1% per point) is not working.
    Lokken - 65 lvl r100 Mage
    Unity Guild - Gelidra EU http://www.unityguild.net/

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    Fss
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    - Expel Boon w/ Deep Cleansing = 3x Purge w/ no cd
    Ain't that a little much?

    - Bitter Gust
    lol.

    - Eternal Preservation
    Ok. So let me get this right before I call it the stupidest spell.

    You channel onto somebody to make them invincible per se. When their health is below 5% they start getting a shield instead of damage and if that shield is there when you stop channeling they die?

    But like since shielding cap can you or a puri just cap them out so they can't get this? and they stay invincible?

    - Ablative Crystals
    That end buff have stacking rules and stuff yes? Cause since 15fk is probably bis chloro. Free Frost Barriers.

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    RIFT Fan Site Operator Riane's Avatar
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    • When you cast Crystal Barrier on multiple targets, Ablative Crystals isn’t removed from the previous ally and stays on every ally that had received Crystal Barrier.
    • Frostkeeper's Ward is stacking when a target receives healing from multiple Frostkeeper’s with Frostkeeper’s Armor up.
    • Earthmending somehow lost it's full cast-time of 2.3s (even though ability tooltip still shows 2.3s cast time) and now casts at a speed of .01s. It's not "instant" because the ability isn't going off when I'm moving. Going to relog to see if this still persists.

    Will edit this later w/ more schtuffs. Here's also my google doc I'll use to add a bunch more .
    Last edited by Riane; 03-28-2016 at 05:55 PM.

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    RIFT Fan Site Operator Qube's Avatar
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    I'm able to keep 100% uptime on Infuse Magic quite easily. I was able to hit about 160k HPS with around 95% mana on the raid healing dummy.

    Granted the dummy is constantly missing 300k health so the hot was healing for 300-344k (crit) per tick which would not happen in a live environment. Still seems quite strong.

  7.   Click here to go to the next Rift Team post in this thread.   #7
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    Quote Originally Posted by Lokken` View Post
    Frostkeeper's healing gift (1% per point) is not working.
    Yep, fixed this issue but not in time for it to reach PTS. Next update should contain it!
    Jeff "Red Hawk" Hamilton
    Senior Systems Designer - Rift

  8.   Click here to go to the next Rift Team post in this thread.   #8
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    Quote Originally Posted by Fss View Post
    - Expel Boon w/ Deep Cleansing = 3x Purge w/ no cd
    Ain't that a little much?
    The Purge will receive a cooldown. Originally it was part of a contextual ability which would Cleanse allies but Purge enemies - but it didn't work cleanly, so I split it out and that's why you're seeing the Purge not having a CD atm.


    - Eternal Preservation
    Ok. So let me get this right before I call it the stupidest spell.

    You channel onto somebody to make them invincible per se. When their health is below 5% they start getting a shield instead of damage and if that shield is there when you stop channeling they die?

    But like since shielding cap can you or a puri just cap them out so they can't get this? and they stay invincible?
    There is a high chance this spell will be redesigned from its current design. But I'll clarify how it's supposed to work (the kill trigger is not working on PTS atm, which is a known issue to me.)

    It's supposed to work like this: You channel it on an ally. During the duration of the channel, the ally cannot die. During the duration of the channel, any damage they take gets added into a healing absorb, which will last for 8 seconds (value could be tweaked still) after your channel finishes. If the shield is still there at the end of the duration, then the ally dies.

    It's a powerful ability to save someone from an otherwise certain death, but one-shot raid mechanics would deal so much overkill that you can't possibly heal off the shield, causing them to die anyway.

    That said, again, this spell is the most likely in the soul to change completely before you see it live.

    - Ablative Crystals
    That end buff have stacking rules and stuff yes? Cause since 15fk is probably bis chloro. Free Frost Barriers.
    Known issue, resolved internally, will be resolved on PTS soon.
    Jeff "Red Hawk" Hamilton
    Senior Systems Designer - Rift

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    Quote Originally Posted by Riane View Post
    • Frostkeeper's Ward is stacking when a target receives healing from multiple Frostkeeper’s with Frostkeeper’s Armor up.
    Working as intended at the moment - otherwise two Frostkeepers couldn't work together, which is something I want to enable if at all possible for warfronts, etc.
    Jeff "Red Hawk" Hamilton
    Senior Systems Designer - Rift

  10.   Click here to go to the next Rift Team post in this thread.   #10
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    Quote Originally Posted by Qube View Post
    I'm able to keep 100% uptime on Infuse Magic quite easily. I was able to hit about 160k HPS with around 95% mana on the raid healing dummy.

    Granted the dummy is constantly missing 300k health so the hot was healing for 300-344k (crit) per tick which would not happen in a live environment. Still seems quite strong.
    Yeah, charge generation of heals is way higher than intended on the PTS. You'll be seeing these values come down substantially next time it updates. I'll also add a cap on the amount that Infuse Magic can ramp up to, "just in case". ;)
    Jeff "Red Hawk" Hamilton
    Senior Systems Designer - Rift

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    RIFT Fan Site Operator Qube's Avatar
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    Quote Originally Posted by Red Hawk View Post
    Yeah, charge generation of heals is way higher than intended on the PTS. You'll be seeing these values come down substantially next time it updates. I'll also add a cap on the amount that Infuse Magic can ramp up to, "just in case". ;)
    Sounds good.

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    Fss
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    Quote Originally Posted by Red Hawk View Post
    There is a high chance this spell will be redesigned from its current design. But I'll clarify how it's supposed to work (the kill trigger is not working on PTS atm, which is a known issue to me.)

    It's supposed to work like this: You channel it on an ally. During the duration of the channel, the ally cannot die. During the duration of the channel, any damage they take gets added into a healing absorb, which will last for 8 seconds (value could be tweaked still) after your channel finishes. If the shield is still there at the end of the duration, then the ally dies.

    It's a powerful ability to save someone from an otherwise certain death, but one-shot raid mechanics would deal so much overkill that you can't possibly heal off the shield, causing them to die anyway.
    Odd spell I guess. Since for it to have any value (your target not dieing) they have to drop hard below 5%. And like healer's job to not let that happen to begin with.

    and unlike other defering death mechanics. It can kill you.
    Last edited by Fss; 03-28-2016 at 12:48 PM.

  13. #13
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    So here's a complete write up of the Frostkeeper Soul as of 03/28/2016.

    Each Point in Frostkeeper:
    Increases Healing done by 1%.
    Increases Absorption granted by 1%.

    Tree:
    Keeper's Overwatch - Tier 1 - 5 Points
    Increases the effect of your Healing and Absorb abilities by 1/2/3/4/5%.

    Arcane Potency - Tier 1 - 5 Points
    Increases your Spellpower by 2/4/6/8/10%

    Stewardship - Tier 2 - 5 Points
    Healing or shielding a target below 50% health increases your healing by 2/4/6/8/10% for 10 seconds.

    Infrigidate - Tier 2 - 2 Points
    Casting Hail Blast reduces the cast time of your next Earthen Renewal by 0.5/1 second.

    Innervating Surge - Tier 2 - 3 Points
    Regenerate 2/4/6% of Maximum Mana when you critically hit with a spell.

    Glaciate - Tier 3 - 3 Points
    Your damage on Frosted targets is increased by 5/10/15%.

    Ablative Crystals - Tier 3 - 3 Points
    Grants Endurance equal to 2/4/6% of your spellpower to allies affected by your Barrier spells.

    Crystal Barrier - Tier 3 - 1 Point - Instant - No Global Cooldown - Cooldown 5s
    When the mage casts a heal or a shield, the target of the Crystal Barrier gains a shield.

    Improved Barriers - Tier 4 - 3 Points
    Increases your healing and absorb done by Barrier spells by 10/20%.

    Terrene Bond - Tier 4 - 3 Points
    Increases the effect of Spellpower on your Healing spells by 8/16/24%.

    Ground Zero - Tier 4 - 1 Point - Instant
    Heals on the recipient of your Frost Barrier are also duplicated onto the recipient of your Earthen Barrier, and vice versa.

    Crystalline Resonance - Tier 5 - 3 Points
    Your cast-time heals and absorbs on targets with on of your Barriers are increased by 12/24/36%.

    Harmony - Tier 5 - 3 Points
    Your Earthen Renewal and Rime heal for another 20/40/60% of their healing over 6 seconds.

    Earthwalk - Tier 5 - 1 Point - Instant - No Global Cooldown - Cooldown 30s
    Teleport to target ally.

    Earthen Rapport - Tier 6 - 2 Points
    Healing an ally heals you for 15/30% of the triggering heal as well. Shielding an ally shields you for 50/100% of your Spellpower for 6 seconds as well.

    Expel Boon - Tier 6 - 1 Point - Instant
    Removes 1 Buff.

    Expansive Mind - Tier 6 - 4 Points
    Increases your Intelligence by 2/4/6/8%.

    Cold Snap - Tier 7 - 1 Point - Instant - Cooldown 1m - Cost 50 Charge
    Your next Mage spell with a cast time is instant.

    Cold Front - Tier 7 - 3 Points
    When your Frost Barrier's Absorb shield breaks, the warded ally gains 10/20/30% more speed for 6 seconds.

    Deep Cleansing - Tier 7 - 2 Points - Requires: Expel Boon
    Your Expel Harm and Expel Boon now remove 2/3 effects.

    Hoarfrost - Tier 8 - 3 Points - Requires: Cold Snap
    Cold Snap now affects your next 2/3/4 spells. When Cold Snap is activated, you are immune to abilities that interrupt for 3/7/10 seconds.

    Inner Might - Tier 8 - 3 Points
    When your health drops below 50% of your maximum health, your healing and shielding is increased by 10/20/30% for 10 seconds. Cannot occur more often than once per 30 seconds.

    Transcendent Abjuration - Tier 9 - 1 Point - Instant - No Global Cooldown - Cooldown 1m - Cost 100 Charge
    Restores health equal to 100% of the Mage's Maximum Health to the target of the Mage's Frost Barrier, Earth Barrier, and Crystal Barrier.


    Root:
    0 Points: Rime - Cast time 1.5s - Gives 22 Charge
    Restores 5881 to 6000 health.

    0 Points: Hail Blast - Cast time 1.5s - Gives 15 Charge
    Deals 7072 to 7072 Water damage. Counts as a Primary Blot. Enemies struck by Hail Blast will gain Frosted for 6s, lowering their movement speed by 10%.

    2 Points: Frostkeeper's Armor - Instant
    All single-target heals also create an absorb shield of ice on their target. The shield is larger the lower the target's health is. Lasts 1h. Counts as a Mage Armor.

    4 Points: Frost Barrier - Instant - No Global Cooldown - Cooldown 5s
    Places a buff on an ally which shields them for 85% of up to 7550 damage every 5 seconds. Lasts 1h. Only 1 Barrier may be active on any given ally at a time.

    8 Points: Earthen Renewal - Cast time 2.5s - Gives 22 Charge
    Restores 11289 to 12477 health.

    12 Points: Frozen Wind - Instant - Cooldown 20s - Gives 9 Charge
    Restores 2994 health on up to 5 party or raid members.

    16 Points: Expel Harm - Instant
    Removes 1 Curse, Disease, or Poison.

    20 Points: Telluric Burst - Instant - Cooldown 10s - Gives 22 Charge
    Restores 7225 to 7986 health and additional 14450 health over 6s to your target.

    24 Points: Frozen Ground - Instant - Cooldown 1m - Gives 15 Charge
    Coats the ground in ice. Allies gain 20% movement speed in the area, while enemy speed is reduced by 50% and have a chance to be frozen each second they remain in the area.

    28 Points: Infuse Magic - Toggle - Cooldown 30s
    Heal target ally 9031 each 1.5 seconds. Heal increases by 20% per tick. Costs 20 charge per 1.5 seconds.

    32 Points: Earthen Barrier - Instant - No Global Cooldown - Cooldown 5s
    Heals the target for 6774 each time they are attacked. Lasts for 1 hour.

    36 Points: Suspended Reanimation - Instant - Cooldown 5m
    Brings the fallen ally back to life, restores 50% health and mana. Usable in combat.

    40 Points: Bitter Gust - Instant - No Global Cooldown - Cooldown 1m
    Grip target party member to your location.

    51 Points: Earthmending - Cast time 2.5s - Cooldown 30s - Gives 22 Charge
    Restores 18872 to 18872 health to target ally, then jumps to the most injured ally within 40m.

    55 Points: Frigid Embrace - Instant - No Global Cooldown - Cooldown 1m
    Target Ally deals 15% of their attacks' damage as Water damage on every attack for 15 seconds.

    61 Points: Eternal Preservation - 6s Channel - Cooldown 1m - Gives 15 Charge
    Buff target ally. While you channel on them they cannot die. Damage dealt to the ally while they are below 5% health is converted into a Healing Absorb on them. If any Healing Absorb remains at the end of it's duration, the ally dies.

  14. #14
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    I rly dont like the playstyle you have the choice of spamming a 1,5sec cast or a 1,5dmgspell + 1sec heal spell (proc doesnt work) thats rly boring(1,5er gcd much dislike) . Additional you got some instants. The root of the spells rly have to change otherwise there is no point to go more then 41 points in fk cause every spell higher in the tree is just completly useless. Right now you will go something around 30 in chloro and 41 fk and playing basicly tankheal chloro with some bonus instants + the barriers. And at this point there are only 2 solutions keep it that way and go the way of physcian (only viable cause of core) or create a new dead spec(for highend pve)
    Last edited by Systemdude; 03-28-2016 at 02:59 PM.
    Transcendent 9/9 2/2 HM COA 4/4 HM

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    Plane Touched ConcreteDonkies's Avatar
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    I hate to have to be that guy, but I guess someone has to be. This spec, as it is now, is pretty bad. I have to recommend it go back to the drawing board before it be released.

    The entire motif of the mage calling is that it is the "offensive specialist". That's why it has a healing and support soul that inflict considerable damage. In its current iteration, Frostkeeper comes with one damage spell, that seems to have almost no usability. It also has one damage buff that slightly benefits one raid member. Though, this will most likely just be macroed to be used on whoever the heaviest hitter in your raid, party, or PvP premade. Being a mage that isn't in a position to inflict some damage just feels like a huge letdown.

    Even barring that issue, the spec suffers from some issues as a pure healing spec. The whole spec boils down to being just a rehash of cleric healing mechanics. The three barrier mechanic is nearly identical in functionality to Divine Favor. Frostkeeper's armor is nearly identical in functionality to Caregiver's Blessing. The concept of using cast time direct heals with cooldowns that shorten cast times is the core element of Sentinel.

    The bottom line here is that this spec doesn't resemble a proper mage spec at all. It lacks any sort of real originality, as most of the core mechanics are already present in other souls.

    TL;DR: This soul should be made to be a cleric soul and be edited to differentiate it from Sentinel and Purifier.
    Last edited by ConcreteDonkies; 03-28-2016 at 06:22 PM.
    Starfall Prophecy? More like Overall Amount of Content Fall Prophecy.
    Prophecy of Ahnket? More like Prophecy of Content Drought.

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