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Thread: Official 1.5 Rogue Patch Notes

  1. #1
    Plane Touched Conundrum's Avatar
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    Default Official 1.5 Rogue Patch Notes

    Didn't see one yet in the rogue forums, I apologize if its a duplicate. As of 9/14/2011.

    ROGUE
    * Rogue Energy regeneration rate has been increased to 22 Energy per second, up from 20.
    * General gameplay goals for the rogue update:
    - Competitive PvE Alternatives to Sabodancer, both melee and ranged.
    - Competitive PvP DPS. You should fear seeing a Rogue the same way you see a Warrior. Of equal Prestige Rank, the two should be capable of providing a similar amount of PvP threat.
    - Survivability improvements. Some self heal improvements and vampiric-type Healing Siphons - Abilities that reduce the healing intake capacity of one's target, with a portion of the stolen amount going to the rogue.
    - Better synergies between souls.
    - More utility without giving up the majority of their DPS to get it, bringing them closer in line to the flexibility that other callings have.
    - Large pack tanking improvements - Improvement to threat on multiple mobs
    - Running capacity remains -- BUT, Double-teleport-invulnerable runner (the "bugged" one) goes away.
    - Reduction in required reliance on "unfair" tactics (invuls, slips, etc) via adding true competitive power

    ASSASSIN
    * Gameplay goals: More up front damage, less reliance on super-long, annoying DoTs. Better poisons. Less "waste a finisher to apply a short buff." Slip Away should not be a requirement to compete.
    * Virulent Poison, Lethal Poison, Leeching Poison, Debilitating Poison, and Serrated Blades no longer trigger damage shield effects.
    * Baneful Touch: No longer a combat finisher ability. Now a self buff that increases the damage of all weapon enchantments by 20%. Unlocked after spending 20 points in Assassin.
    * Leeching Poison: The healing granted has been increased. Now unlocked after spending 14 points in Assassin, with an additional rank added at level 50.
    * Poison Mastery: Now also increases the Attack Power of the Assassin's poison-coated weapons by 15-75%. The chance for it to trigger has been increased to 4-20%, up from 2-10%.
    * Enduring Brew: Ability changed - now instantly heals the Assassin for a large amount of health, with a 1 minute cooldown.
    * Backstab: Attack Power damage bonus increased to 150% from 100%.
    * Assassinate: Now ignores 50% of your target's armor.
    * Exposed Weakness: The additional damage taken by the target is now increased by the Assassin's Attack Power. No longer on the global cooldown and has a 20 second ability cooldown added. Energy cost reduced to 10 from 20.
    * Physical Trauma: Ability changed - now increases the damage of Puncture, Jagged Strike, and Impale by 20-40% , and the damage of Final Blow on an impaled target by 15-30%.
    * Slip Away: Changed slightly - the Assassin is no longer immune to damage after using Slip Away. Any damage taken while Slip Away is active will not bring the Assassin out of stealth.
    * Cut and Run - New Ability: Available after spending 20 points in Assassin. Removes all control and movement impairing effects. Not on the global cooldown.

    BARD
    * Gameplay goals: A little more low level survivability - More of a reason to take this as a 3rd solo soul if you're inclined to get some more survivability back.
    * Motif of Renewal - New Ability: Unlocked after spending 6 points in Bard. Heals the Bard over 15 seconds, does not stack with Motif of Regeneration.
    * Triumphant Spirit: Healing bonus is now applied to Motif of Renewal.

    BLADEDANCER
    * Gameplay goals: Should be a viable in-your-face combat rogue.
    * Combat Culmination: Corrected the tooltip on this ability - it now indicates that unused combo points are refunded at 10 Energy per point (rank 2) or 15 Energy per point (rank 3).
    * Rhythmic actions no longer cause Exhaustion; instead, only 1 Rhythmic Action can be active at a time.
    * Weapon Barrage: Removed the damage component of this interrupt ability.
    * Strike Back: Now triggers off of dodges as well as parries.
    * Compound Attack: Damage dealt is no longer reduced when hitting 2 or 3 targets.
    * Turn the Tide: Whenever you dodge or parry an attack, it now also reduces the damage you take by 5-10%.
    * Contra Tempo: Ability changed. Your Quick Strike and Precision Strike have a 50-100% chance of granting an additional combo point.
    * Counterbalance: Ability changed. Now reduces the cooldown of all Rhythmic Actions by 15 seconds.
    * Flash of Steel: Now unlocked after spending 10 points in Bladedancer. A rank 7 of this ability has been added.
    * Unabating Steel: Available after spending 25 points in Bladedancer. The Bladedancer becomes immune to all control and movement impairing effects after using Flash of Steel.

    INFILTRATOR [PvP]
    * Cleanse Soul: No longer takes you out of stealth when used.

    MARKSMAN
    * Gameplay goals: No longer suffers an identity crisis around being the mobile-soul-that-requires-mostly-stationary-play. Pedestals are gone. Sniping remains. They get enchanted Ammo buffs (via their new "Munitions" line), and can bring one more ability into an AE rotation. New survivability as well. Better synergy.
    * Due to the below changes, characters with soul points spent in Marksman have received a free soul point respec.
    * Marksman's Pedestal and Sniper's Pedestal have been removed.
    * Hit and Run: Removed.
    * Improved Hit and Run: Renamed to just Hit and Run!
    * Swift Shot, Empowered Shot, Deadeye Shot, Rapid Fire Shot: Damage increased.
    * Strafe: Damage increased. An additional 100% bonus from Attack Power is added to this attack.
    * Four new weapon enchantments for ranged weapons have been added. Only 2 weapon enchantments can be active at one time; does not stack with Assassin poisons or Nightblade weapon enchantments.
    * Electrified Munitions: Unlocked at 14 points. Ranged weapon attack abilities deal additional Air damage. Damage is increased with points spent in Marksman above 14.
    * Rending Munitions: Unlocked at 16 points. Your ranged weapon attacks ignore 25% of the target's armor.
    * Vampiric Munitions: Unlocked at 18 points. Ranged weapon attack abilities have a 20% chance to place a curse on the target, reducing their healing taken by 50% for 15 seconds. The Marksman is healed for 20% of any healing the cursed target receives.
    * Silver Tip Munitions: Unlocked at 51 points. Ranged weapon attack abilities curse the target, causing them to take an additional 2% damage from the Marksman for 10 seconds. Stacks up to 10 times.
    * Deaden: Energy cost reduced to 10 from 40.
    * Lightning Fury: Can now be cast instantly. Energy cost reduced to 30 from 40.
    * Single Minded Focus: Ability changed - now increases the damage of all single target damage abilities by 1-5%.
    * Increased Fire Power: Effect is now triggered on all critical hit attacks.
    * Penetrating Shots: Now works with both ranged and melee weapon physical attacks. Also ignores 5-25% of the target's armor, up from 4-20%.
    * Master Archer: Ability changed - whenever you are standing still, damage with ranged weapons is increased by 5-25%.
    * Barbed Shot: Removed.
    * 4-piece Hammerknell Synergy Crystal bonus has been updated with the above changes: now increases the damage of Electrified Munitions by 50%.

    NIGHTBLADE
    * Gameplay goals: Some more survivability, without having to rely on pure immunities.
    * Hellfire Blades, Smoldering Blades, and Fell Blades no longer trigger damage shield effects.
    * Primal Strike: Now deals Death damage instead of Physical damage.
    * Primal Death: Now increases the damage of Primal Strike by 5-15%.
    * Enkindle: Ability changed to now increase the Attack Power bonus of your Fire based attacks by 10-30%.
    * Living Flame: Increased the damage bonus from Attack Power by an additional 50%.
    * Twilight Transcendence: Ability changed; it now removes all curable harmful effects, reduces damage taken by 50%, and heals the Nightblade for 50% of their max health over 4 seconds.
    * Fell Blades: Available after spending 16 points in Nightblade. Now causes weapon attacks to have a 20% chance to deal Death damage and curse the enemy, reducing healing on the target by 50%. The Nightblade receives 20% of any healing on the cursed target.
    * Fiery Chains: An additional 50% damage bonus from Attack Power has been added. Now unlocked after spending 32 points in Nightblade.

    RANGER
    * Gameplay goals: Synergizes with other souls better. No longer overly dependent on Shadow Fire.
    * Killing Focus: Now increases the damage of both melee and ranged weapon attacks by 2-4%.
    * Double Shot: All ranged weapon attacks gain a 10-50% chance of firing an additional shot.
    * Shadow Fire: Now increases your damage with ranged weapons by 13% for 25 seconds. The bonus to damage is increased by 1% for every point spent in Ranger above 14, to a maximum of 50%.
    * Master Huntsman: The Dire Wolf's Maul now infects the target, reducing healing taken by 10-50% - increased from 6-30% healing reduction.

    RIFTSTALKER
    * Gameplay goals: Offensively synergizes through +AP and reflect shields. Some new multi-target threat coolness here too. You should be able to take some Riftstalker without flooring your DPS, as melee souls' ability to close all currently lives in this tree.
    * Due to the below changes, characters with soul points spent in Riftstalker have received a free soul respec.
    * Guardian Phase: Threat generation increased to 200% from 100%. No longer purgeable.
    * Stalker Phase: Effect is no longer purgeable. Now adds a 10% damage bonus when activated. Plane Shifting adds another 15% damage bonus for 10 seconds.
    * Planar Strike, Phantom Blow, Rift Disturbance, and Shadow Blitz: Reduced the threat generated by these abilities.
    * Shadow Blitz: An additional 50% damage bonus from Attack Power has been added to this attack.
    * Shadow Stalk: Now removes all control and movement impairing effects.
    * Annihilate: Damage increased. Now adds a buff that increases Attack Power by 20%, rather than a fixed value.
    * Stalker Phase: Effect is now triggered after using any Plane Shift abilities.
    * Rift Barrier: Now absorbs both physical and non-physical damage. Additionally, the absorbed damage is reflected back on the attacker.
    * Improved Rift Barrier: Removed.
    * Planar Vortex - New Ability: Whenever the Riftstalker Plane Shifts, they gain Planar Vortex which lasts for 4 seconds. Deals 50% of your weapon damage every second to surrounding enemies and generates a large amount of threat. Effect can only be triggered when the Riftstalker is in Guardian Phase.
    * Hasted Time: Increased the speed buff granted after Plane Shifting by 25-50%, up from 15-30%. Can be triggered once every 10 seconds. No longer stacks with the Bladedancer's Sprint and the Marksman's On the Double.
    * Freedom of Movement: Effect is triggered after Plane Shifting and can only occur once every 10 seconds.
    * Shadow Assault: The damage bonus from Attack Power has been increased to 100%, up from 50%.
    * Shadow Mastery: Now a 2-point ability that reduces the cooldown of your Plane Shift abilities by 10-20 seconds.
    * Phantom Blow: Now has a 10 second cooldown. The stack size has been reduced to a single stack and reduces damage taken by 6%.
    * Rift Guard: Now absorbs damage up to 250% of your maximum health, up from 150% for a 51-point Riftstalker.
    * Defer Death: For the next 4 seconds, the Riftstalker's health cannot drop below 1 hit point. When the effect ends, gain an absorption shield that absorbs all incoming damage for up to 50% of max health for 10 seconds.
    * Shadow Guard - New Ability: Available after 25 points spent in Riftstalker. Reduces physical damage taken by 1-5%. For every 1000 Armor, you take 1% less physical damage up to a maximum reduction of 20%.

    SABOTEUR
    * Gameplay goals: Use of bombs should not be a DPS downgrade.
    * An additional 50% damage bonus from Attack Power is applied to the damage from Fragmentation Bomb, Chemical Bomb, and Annihilation Bomb.
    * High Explosives: Now have a chance to crit on each tick instead of only the first tick.

  2. #2
    Koe
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    Barbed Shot removed?


    But..But...

    They said it would be back!
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  3. #3
    Plane Touched Conundrum's Avatar
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    Here is a link to the original post.

    http://forums.riftgame.com/public-te...9-12-11-a.html
    Last edited by Conundrum; 09-14-2011 at 05:40 PM.

  4. #4
    Champion of Telara
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    are charges considered ranged weapon attacks?

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    RIFT Guide Writer Zyzyx's Avatar
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    yes they areeeee

    Quote Originally Posted by Daglar View Post
    When time allows I'll be looking at the issue with the class guys.

  6. #6
    Champion of Telara
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    I just tested it on live and charges didnt proc increased fire power or benefit from penetrating shots. So I guess they dont count as ranged weapon attack the way I was asking about.

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    Rift Disciple Yezze's Avatar
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    How are you so awesome Trion???

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    Ascendant Nadili's Avatar
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    Quote Originally Posted by Dahrken View Post
    I just tested it on live and charges didnt proc increased fire power or benefit from penetrating shots. So I guess they dont count as ranged weapon attack the way I was asking about.
    No they do not count as a ranged attack they can be cast at ranged but don't benefit from "ranged" modifiers.

    When you called me delusional I laughed so hard I almost fell off my unicorn!!

  9. #9
    Plane Touched Conundrum's Avatar
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    Still, the one line from the entire patch notes that excites me the most is the first line.

    * Rogue Energy regeneration rate has been increased to 22 Energy per second, up from 20.


  10. #10
    Ascendant charliekelly's Avatar
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    finally i can sleep at night, high explosives can crit, this actually brought my 44 sab spec pretty close to my sabdancer spec in dps. (only poisons)

  11. #11
    Ascendant Vyxagallanxchi's Avatar
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    Quote Originally Posted by Nadili View Post
    No they do not count as a ranged attack they can be cast at ranged but don't benefit from "ranged" modifiers.
    They don't benefit from melee modifiers either. Which is one of many inherent flaws with saboteur. They don't deal melee or ranged damage.
    Last edited by Vyxagallanxchi; 09-14-2011 at 07:21 PM.
    Quote Originally Posted by Majorin View Post
    Think of a 30 meter circle around all ranged dps rogues and mages. Ranged dps can stand in the back line and focus fire targets without worrying about mobility and most forms of cc.
    Quote Originally Posted by Zinbik View Post
    Sounds like an excellent plan for your healers to follow as well, as they have an even longer range on their heals.

  12. #12
    Telaran
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    Hi

    I only play Pve, so cant comment on Rogues in PvP, but I must say these changes look great. Several specs that I play atm that feel a little weak, look like they will be a lot more fun in the future. I for one would like to thank Trion for the Rogue tweakings.... Well done!

  13. #13
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    Bards in 1.6 maybe?
    Glaiveheart :: Warrior || Areyk :: Cleric || <Wasted Talent> || Deepwood || Likes Received (1,200)
    Also: Kyerashield :: Warrior || Keirsti :: Rogue || Jariale :: Cleric || Kaliboras :: Mage
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    Ascendant Taemek's Avatar
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    Good to see they are going ahead with alot of these changes with the official notes now.

    In saying that, increasing the regen rate of Energy to 22 per second up from 20, is something we went out of our way to try and get months ago, fortunately, it's only just been realized, 4 months later.

  15. #15
    Official Rift Founding Fan Site Operator Draegan's Avatar
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    Quote Originally Posted by Zyzyx View Post
    yes they areeeee
    Man look at all those stat changes!


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