Archive for the ‘Planar advancement’ Category


Info on PTS about Tier 2 Planar Attunement (Clerics)–updated Nov 11!

November 2, 2011

Tier 2 Planar Attunement has being released on the PTS! However, since you need to fill Tier 1 PA of the same type before you can see the Tier 2 ones. the information is coming in pieces. I will update this post as soon as I get more info. All the information here came from helpful posters on the official forums and none of it its my info!

Here is what we know so far

Unlocking tier 2 requires completely filling each hex of the previous tier. So, to unlock Fire tier 2, you’d completely fill all of fire tier 1.
Each Tier 2 Attunement has:

  • Two hexes for each of the weapon masteries in the tier below.
  • Three ward hexes of three ranks each that reduce damage from rift creatures of that type by 1/2/3% (125/175/225)
  • One hex of +resist with thee ranks (75/100/125)
  • Five +stat hexes of three ranks each, identical to the previous tier (100/130/170)
  • One major lure hex (200)


Each tier 2 type will give you a teleport to a zone in the game. Currently these teleports have no cooldowns but that is subject to change.

Earth – Stonefield.

Fire – Stonefield (might be bugged – probably Ember Isle)

Water – Moonshade

Death – Gloomwood

Air – Droughtlands

Life – Scarwood

Special abilities

Fire – Flaring Glyph – Increase spellpower by 160 for 2 hrs (DO NOT STACK WITH BURNING POWERSTONE -  confirmed by dev)


Earth Earth shards– 23 damage on block


Death – Vampiric Essence – Give damage abilities the chance to return 10% of the damage in healing for 2 hrs.


Air – Wind Glyph – increase wisdom by 30 for 2 hrs.


Water – Icy Glyph – increase mana by 300 for 2 hrs.


Life – Shimmering Glyph – Spell crits have a 50% chance to deal addition 249 physical damage for 2 hrs.


Fluff abilities

Earth – Safehall – take less damage from falling

Air – Windsprint – 2% unmounted movement speed

Fire – Fire spurs – 2% mounted movement speed

Water – Wave rider – increase swim speed by 5%

Death – Gravewalk – increase movement speed while soul walking by 5%

Life – Swift Saddle – reduce time to mount by 5%


Planar Attunement Guide

October 12, 2011

Hello everyone. With patch 1.5, the new planar attunement system was released. Essentially, it offers another path of advancement for post 50 characters like the Alternative Advancement (AA) from the Everquest series.

Currently, only the first tier is released so far. Players are faced with a choice of 6 planes, each with something to offer.

Inside the first tier of each plane there are ways to increase the stats important to your class. For clerics, this would be mostly Wisdom located in Plane of Air and Water. The other 4 planes offer intelligence and endurance.

Total gain from each Plane

Plane of Air: +15 wis, +8 SP if using wand, +8 SP if using totem. +9% increase damage to creature from air rifts, +6 air resistance, + 2% unmount out-of-combat run speed, +1 planar charge

Plane of Water:  +15 wis, +8 SP (totem), +16 SP (Staff), +9% increase damage to creature from water rifts, +6 water resistance, + 2% swim speed, +1 planar charge.

Plane of Fire: + 15 int, +16 SP (staff), +8 SP (1h hammer/dagger)/+16 SP(2h hammer), +9% increase damage to creature from fire rifts, +6 fire resistance, +2% mounted speed, +1 planar charge

Plane of Death: +15 int, +8 SP (wand), +8 SP (1h hammer/dagger)/+16 SP(2h hammer), +9% damage to creatures from death rifts, +6 death resistance, +5% soul walk speed, +1 planar charge.

Plane of Life: +15 end, +8 SP (totem), +8 SP (1h hammer/dagger)/+16 SP(2h hammer), +9% damage to creatures from Life rifts, +6 life resistance, -5% to time to cast mount, +1 planar charge

Plane of Earth: +15 end, +16 SP (staff) +8 SP (wand), +9% damage to creatures from earth rifts, +6 earth resistance, +2% falling height, +1 planar charge.

In total: 30 wis/30 int/30 end and  72 SP with other assorted bonuses. This is converted to a gain of 102 SP and 30 SC


The question is obviously which plane to go first? I personally went with the +wis planes and currently working my way there. My first priority is working on the +wis fields and then move on to +sp (wand) and then +sp (1h hammer/dagger)/+sp (totem). If you are using a 2hander you might change this up a bit.

If you are a true min-maxer though, you might be interested in this post from squafro on the Rift official forums (the rest is a copy paste from his post!)

I posted this MH-OH min-max guide in one of sokanon’s inquisitor threads but realised it can be useful for any spec that is using a MH+totem. This guide assumes 1 SP = 3 Spell Crit.

No matter what your sp:crit optimal ratio is, please note the best efficiency when comparing wisdom and SP hexes goes: 

  • Fill SP on 2hander hexes if applicable
  • 1/3 Wisdom (100 PA)
  • 1/4 Spell Power on 1hander (150 PA)
  • 2/3 Wisdom (130 PA)
  • 2/4 Spell Power on 1hander (175 PA)
  • 3/4 Spell Power on 1hander (200 PA)
  • 4/4 Spell Power on 1hander (225 PA)
  • 3/3 Wisdom (170 PA)
Break out the calculator!
Both ZAM and Magelo has provided us with a calculator/simulator for those PA points.
The Grind!
Tier 1 Planar attunement seems to provide a small bonus but is no way game breaking. Getting those planar advancement points is not easy and it might take the average player weeks if not months to max out a single plane, let alone all six planes.
I find doing the Chronicles daily, Warfronts, and zone invasions seemed to be a nice way to get some of those planar advancement points. I personally like Warfronts best (especially Library of Runemasters on weekends) as you get more than just planar advancement points! Hope to see you there!