Archive for the ‘PTS info’ Category


Upcoming 1.7 cleric changes and you!

January 29, 2012

This guide is co-owned and first released on


I highly recommend reading this article at the above MMOsite link, it is better formatted, less spelling mistakes, and contains Zam tooltips so you don’t have to click on each spell to see what it does.

Hey everyone, patch 1.7 is coming up! This patch isn’t as content heavy as some of the prior patches but does bring some significant changes to the cleric class. Reading the patch notes, it can be a bit hard to decipher what some of the changes do to our class and our playstyle. Hopefully, this guide will walk you through the changes and answer any questions you may have!

The big picture

The primary changes this patch brought in was balancing the three healing souls so that we are less reliant on the sentinel tree and introduced some much needed “buffs” to their AoE healing capability.  It also buffed the shaman soul so that it is a bit on par with the inquisitor soul in terms of DPS and introduced some much needed complexity to the infamous “one macro” soul . In the process, one of Justicar abilities was changed and this caused massive outcry among the cleric community! Some claimed this change have nerfed cleric’s raid healing ability beyond oblivion while others shrugged the change off, claiming that it only requires a small tweak to their playstyle.

With these changes, the cleric raid scene should have much more variety than before. 51 inquisitors and “-icar” clerics should no longer heavily dominate the DPS and raid healing aspects of the cleric class.

The healing souls


Purifier is the healing soul that benefited the most from this patch. Most of the changes favor deep purifier (i.e. investing more than 34 points, especially 51) but some changes also benefit the overall soul.

  • New Combat rez (44)!: This new spell, appropriately called Flash of the Phoenix, is available at 44 points and shares a cooldown (5 minutes) with combat rezzes available in the two other healing souls but not the Justicar one. This is the most welcoming addition to the purifier soul and goes a long way in making deeper purifiers a permanent addition to any raid force. Previously, one could go 51 purifier for some fights but were forced to switch back to the sent/purifier 3x/3x hybrid if the raid was short on combat rezzes.
  • Raidwide shield (38): Unlike the two other healing souls, purifier soul does not get a lot of AoE healing capability. This confines its role to primarily tank healing and restricting its usage in a typical raid force to no more than one or two clerics. Luckily, this is about to change. Purifiers now have a new spell at 38 point called Gathering of Ancestors. This new spell will place a shield on 10 raid members within 35 m radius of the purifier. This spell has a 30 second cooldown and puts a “blocker” on raid members who have received it and prevents them from receiving it again for the next 20 seconds. This is a different blocker from the Ward of Ancestors blocker and the two shields do not stack with each other.
  • Additionally, this new spell benefits from the Protection of Ancestors talent (50% increase in shield amount with 5/5 investment) and the 36 point passive Disciple of Flames (currently not affected by the purifier greater Ancestral Soulstone but this might change in the future). Clerics have reported this shielding for over 2k on a 51 purifier. Note that this shielding is a smart heal, meaning that it will shield the 10 people with the lowest % HP. Two puriifers casting this one after the another will enable the entire raid of 20 people to receive it.
  • Surging flames range increase: Surging flames, purifier passive AoE heal, have its radius adjusted from 15m to 20 m. This is an additional “buff” to purifier’s AoE healing capability, although fairly minor.
  • Asphodel’s Purifier Crystal 4 piece bonus buff: One of the issues with the purifiers Hammerknell synergy crystal was that the 4 piece bonus can be overwritten by sentinel’s Protect the Flock and is not better than it (4 piece bonus: The Cleric’s single target fire-based heals reduce the damage the ally takes by 5% for 5 seconds.). Clerics have requested this effect be stackable with Protect the Flock previously. With 1.7, this 4 piece bonus is still not stackable with Protect the Flock but now it lasts for 10 seconds and reduce 7% damage. Additionally, Protect the Flock can no longer overwrite this effect. This is another welcoming change, making this synergy crystal more useful than ever.
  • Divine Cascade removed: I shall mourn the loss of Divine Cascade (NOT).


Sentinel soul received a 5 meter increase on two of its AoE heals.  Additionally the cooldown on combat rez has being halved. A more recent PTS update also decreased the mana cost of two of sentinel’s trademark AoE heals.

  • Healing Communion/Healing Benediction range adjustment Healing Communion, one of the most used AoE healing spells in the sentinel soul, saw a 5m increase on its range to 20 m. Healing Benediction, the 51 point sentinel ability, has its AoE heal range also adjusted to 20 m. It is not known what the AoE heal range for Healing Benediction prior to patch 1.7 was but if we assume it was 15m like Healing Communion, it would also be a 5m increase (note the AoE heal range is not to be confused with the cast range, which is 35m).
  • Combat rez cooldown decrease: Life’s Return, sentinel’s in combat rez available at 32 points, saw its cooldown duration reduced from 10 minutes to 5 minutes to bring it more in line with mage and Justicar combat rezzes. This is a nice change, especially for hybrids as sentinel is the healing soul that requires the least point investment for its combat rez. This will also make some of the current raid encounters more forgiving as you now have more combat rezzes to work with.
  • Changes to Marked by the Light: Marked by the Light saw its range adjusted to 15 m range (ranger prior to 1.7 unknown). Honestly, Marked by the Light was one of those spells I never really used as it is fairly unpredictable and costs quite a bit of mana per cast.
  • Decreased cost on AoE heals: In the sentinel soul, both Healing Communion and Divine call received a reduction in mana cost. Healing Communion now costs 325 mana, a 52 mana decrease from the old 377 mana cost. Divine Call now costs only 248 mana, a 158 mana reduction from the old 406 mana cost. If you have the 5/5 Light Concentration talent from the sentinel tree (10% mana cost reduction for healing spells), this decrease is a bit smaller, 47 mana reduction for Healing Communion or a decrease of 1- 293/339 = 13.6%. (339 = 377 * 0.9; 293 = 325*0.9). By the same calculation method, this is a reduction of 1- 223/365 = 39% for Divine Call.


Warden soul saw many of its AoE heals increased in radius. Healing Cataract saw a nice boost that should make it comparable to other AoE heals. Wardens now also get a combat rez. A recent PTS update also reduced the mana cost of two of warden’s AoE heal spells. However, all of these came at the cost of nerf to Waterjet. R.I.P. Waterjet.

  • Healing Showers/Orbs of the Tide/Ripple range increase: All three spells have their ranged increased to 20 m. For Orbs of the Tide and Ripple, the range increase is 5m but for Healing Showers the range increase is 13 m (from 7m to 20m).
  • Healing Cataract boost:  Healing Cataract was a fairly weak AoE for 44 point investment, especially since it had a small range of 15m and only covered 5 raid members. Most deep wardens were using Healing Communion from the sentinel tree instead on raids. With patch 1.7, Healing Cataract now have a 25 m range and heals upto 10 party members. This make it better than Healing Communion in terms of range (25 m vs 20 m), mana cost (259 vs 325 mana) and heal amount (368 to 373 health vs 306 to 312 health) at max rank. This change, in addition to the range increase on 3 of the AoE healing spells, will make wardens have a bigger prominence in raid healing, a field typically dominated by DoL (Doctrine of Loyalty) clerics.
  • Cascade no longer costs mana: Cascade, the warden 15% mana return with a 2 minute cooldown, no longer costs mana (costs 56 mana previously). Definitely a nice change – not using mana to get mana back!
  •  Combat rez at 44 points: This is another change favoring deep warden builds and places a lesser reliance on pure hybrid builds with sentinel. This spell is called River of Life, appropriately for the warden soul and its reference to water.
  • Watejet nerf: Waterjet has its spell power reduced, possibility due to concerns from other classes in PvP. It is a rather sad change as I enjoyed killing other players with spammable instant cast Waterjet in warfronts while rocking a pure healing build. This change to Waterjet also have consequences in other builds, namely the 51 Inq build. 51 Inq/10 Sent/5 warden used to be an old favorite build  that was recently passed by 51 Inq/10 sent/5 cab for DPS due to the increased stats players gained as they got more and more HK raid gear. Some players were still rocking the 5 warden build due to its mobility – namely spamming waterjet on movement heavy fights. With this nerf to Waterjet, the 5 cab variation definitely looks much better.
  • AoE heal mana cost reduction: Healing Cataract and Healing Showers both received some minor mana cost reduction to further help warden in the raid/group healing role. Cost of Healing Cataract was reduced to 259 from 300 mana, a 1-259/300 = 13.7% reduction. Cost of Healing Showers was reduced to 187 from 228 mana, a 1- 187/228 = 18% reduction.

The tanking soul

Justicar soul has a few changes with the 1.7 patch but there is one change that has some clerics up in arms on the forums.

Healer’s Creed, a talent in the Justicar tree, used to reduce the mana cost of Doctrine line of spells by upto 30% with 2/2 investment. This affected mostly Doctrine of Loyalty (DoL), a spell that would normally cost 301 mana pre 1.7 patch without any talents affecting it. With 2/2 in old Healer’s Creed, this would reduce the mana cost to 0.7* 301 = 211 mana, a sizeable reduction.

With the upcoming 1.7 patch, Healer Creed has being changed so that it now increase the healing received by 5-10% rather than affecting mana costs. This would cause a 301/211 = 43% increase  in the mana cost of Doctrine of Loyalty.

However, with a more recent PTS update, and perhaps to ease the concern of some clerics, the cost for a fully ranked Doctrine of Loyalty has being reduced to 267 mana. This is a merely 267/211 = 26.5 % increase in the mana cost of DoL.

Nevertheless, this has caused some concerns within the cleric community, with some clerics claiming that this would spell the doom for cleric raid healing as this would make clerics inferior to mages for raid healing.

The real impact of this change is yet to be seen. Fierce debates are raging across the official forums, with some clerics taking a very negative perspective on this proposed change to Healer’s Creed and others simply shrugging it off as nothing more than a minor annoyance. One advice that is echoed many times throughout the debate is the term L2Purpose, which means Learn to use Purpose, a spell in the justicar tree that requires 12 point investment and returns a significant amount of mana, with the downside being that it is a melee spell.


Anyways, I think it would be interesting to see the impact this change has on the live servers. If anything, we should get some variety in the cleric raid healing department with maybe one warden and some purifier shields mixed into the previously DoL cleric dominated scene.

The second change is a buff to Reprieve, Justicar’s O’-sh*t big heal with a 5 minute cooldown. Reprieve received a bit more bonus from spell power and should heal more than before.

The third change is to Reparation. Reparation used to be not able to affect anyone using reparation. This meant that cleric tanks had to drop Reparation to be able to receive heals from other DoL clerics in the raid. Doing so meant that the cleric tank received less overheals overall and thus less threat generation. With patch 1.7, Reparation should no longer heal other clerics using Mien of Honor, meaning that cleric tanks no longer need  to drop their own Reparation. DoL clerics are still unable to heal each other using Reparation as they will all be using Mien of Honor (as opposed to Mien of Aggression for DPS or Mien of Leadership for tanking).

The DPS souls

Both shaman and druid souls received some significant changes. Shaman now scales quite good and do just as damage as inquisitor if you have a good 2hander to go with it. Druid changes are still kind of lackluster but there should be some significant changes to druids in patch 1.8.


For quite a long time the Inquisitor, a ranged DPS soul that can also bring 7% magical damage debuff to raid, was the highest DPS option on raids. This was rather disappointing to many clerics who prefer to get close to mobs and melee. Patch 1.7 aim to make the shaman soul more competitive via a series of changes. Shaman class is also no longer a 1 button macro spam soul but now actually requires you to prioritize your attack abilities and maintaining certain DoTs on the mob to maximize DPS.

  • Changes to Brutalize: Brutalize is a talent in the shaman soul that puts a dot on the enemy after it has being struck with Massive Blow, one of Shaman’s hardest hitting melee abilities. Previously, this DoT deals only 40% of the damage of Massive Blow over 4 seconds. Now, with 1.7, this DoT deals upto 60% damage of Massive Blow over 10 seconds and can be stacked for upto 3 times. This make maintaining 3 stacks of Brutalize a very very important priority since Brutalize can contribute 600+ DPS if kept up.
  • Changes to Favored of the Valnir: Favored of the Valnir used to be a talent that increased the amount of healing received by shaman for up to 10%. This talent has being moved to Justicar soul and now called Healer’s Creed. Favored of the Valnir now grant a new benefit: increasing the duration of Lighting (the DoT from Lightning Hammer) by up to 8 seconds, granting increased damage on each additional tick. This change is also rather significant. You no longer want to use Lighting Hammer everytime it is off cooldown (6 seconds). Rather, you will want to manually apply Lighting Hammer when the Lighting DoT fully wears off so it receives the max benefit from Favored of the Valnir.
  • Battle charge cooldown reduced: Battle Charge now has its cooldown reduced from 15 seconds to 10 seconds, allowing you to get back into the fight faster than ever before!
  • Dauntless Courage: Dauntless Courage used to increase only physical damage but it has being changed to affect all melee damage. This is a great change as it would affect quite a lot of spells, especially in the Justicar tree (Strike of Judgment, Even Justice). 
  • NEW ranged instant cast spell: Ekkehard’s Invocation is the new ranged spell introduced in the shaman soul. It is instant cast and deals air damage (benefits from Stormborn). It is kinda like a shaman version of the warden Waterjet – something you use when you need to stay in ranged but should not be part of your rotation.
  • Vengeance of the Frozen Earth removed: Not missed.


Druid finally received some updates with 1.7. Three of druid’s dmg+ debuff melee attacks have being converted to spells with 30m range and druid’s faerie pet have received some upgraded healing abilities, making it into a mini-warden that is useful for 5 man groups. The satyr pet also received a gap-closer and now automatically buff the group/raid when out of combat. There is no doubt that druid is looking better in 1.7 than in 1.6 with these upcoming changes. However, as Zinbik (cleric dev) metnioned, the big update for druid is coming with 1.8 and he has no plans to make druid into a full support soul.

  • Changes to Trickster spirit, Slothful Spirit, Spiteful Spirit: These attacks, available with 4, 38 and 44 points in druid respectively, are no longer melee attacks that deal physical damage. Instead, these attacks have being converted to ranged spells that deals earth damage with a maximum range of 30 meters. This means that these spells will no longer benefit from talents like Hammer of Virtue or Dauntless Courage from the justicar and shaman souls respectively. However, they will benefits from talents such as Inner focus and Death’s Grasp from the inquisitor and cabalist souls respectively. As these spells are mostly attacks + debuffs, having them as a range spell do have a distinct benefit as druid lacks any “gap-closer” for being a melee class. However, these spells  will lose the “double dipping” from raid buffs as they are no longer melee attacks and thus do not benefit from the dex/str raid buffs in addition the wis/int buffs. ( gap – closer: something that can quickly bring the melee attack to the enemy i.e. shaman’s battle charge).
  • Changes to Eruption of Life: Eruption of Life is a melee attack that also leaves a debuff on the mob that will proc additional damage if the mob is struck by melee attacks for the next 12 seconds (max trigger is 3 times). With 1.7, this debuff will trigger by any damage, not just melee. This is a nice change to the spell and since it only requires 16 points investment in druid, this might have potential for hybrids.
  • Changes to faerie pet heals: Faerie Healing, the single target heal casted by your faerie pet, has its healing amount increased in 1.7 and now heals for 1.2k hp with a 2 second cast time on PTS self buffed (Greater Faerie). Faerie’s Favor, previously a single target HoT, now is an instant cast that  heals up to 4 raid members for 1.4 k hp over 12 seconds if casted by the Greater Faerie. In comparison, Healing Grace from the sentinel tree heals for 850 hp and also have a 2 second cast time. Healing Breath, the 0 point sentinel ability, heals for 1.4 k (instant, 8s cooldown). Healing Flood from the warden tree heals for 700 hp over 12 seconds on 5 raid members.  Healing Shower from warden heals for 1.7 k on 10 raid members over 12 seconds. As you can see, Faerie healing is better than Healing Grace and Faerie’s Favor is better than Healing Flood.
  • Druid pet gains a “gap-closer”: The druid Satyr melee pet now gains a gap-closer called Mead Rush with a  10 second cooldown and deals 237-241 damage on the PTS (vs 191 damage by Battle Charge from the Shaman soul). Great news for druid’s primary DPS pet.
  • Fury of the Fae: The Satyr pet will now auto-cast this out of combat, allowing it to “buff” up before a fight and save some valuable time during combat.


Both inquisitor and cabalist received one –liner changes so I will describe them together.

Inquisitor received a small DPS boost with the change to Corporal Puishment. Instead of lasting for only 5 seconds, it now lasts for 12 secs. This should see a much bigger uptime on Corporal Punishment, resulting a bigger DPS increase as it has a 50% chance to increase the damage of your Life/Death abilities by 15% at 5/5 investment.

Cabalist finally received a much requested update to its “blink” ability Dark Passage. Instead of porting you to a random location within 10-15 meters of original location, it now send you 10m forward. This should be very useful in PvP and in PvE in aiding one to escape nasty AoE effects. 


1.7 Cleric raid armor itemization changes

January 28, 2012

Hello everyone, 1.7 brings some itemization changes to the cleric raid armor (T3 sets – Shyla, Diona, Throvin’s and HK sets – Asphodel’s ). I went on the PTS to take some screenshots of the updated stats and also took some images of the armor stats on ZAM (which have pre-1.7 stats atm) and made some comparisons.

Most of the stat increase are on the T3 raid sets but the majority of the HK sets also received some minor boost. Some of the HK relics also received a boost, although very minor.

Hope you find it useful!

Jan 29- updated itemization changes for gloves













Belts and some weapons


HK drops – no comparison – all PTS stats



Patch 1.7 Cleric Presets (PTS)

January 26, 2012

I took a break from Rift recently playing SWTOR as there weren’t much new content/builds/changes to write about in Rift. However, with 1.7, Rift saw quite a few changes/new features and I will be covering that extensively 🙂

This guide is co-owned and first released on


Note: the above info is on PTS and will change a bit before the actual 1.7 patch. This is a preview only. I will update this once 1.7 hits the live servers.

Patch 1.7 introduced preset souls – a series of souls that are “pre-built” helping to guide new players (to the game and/or to the class). What is interesting about this system is that it tells you exactly how to allocate your points one by one and exactly what spells you are getting. Also, level 50 players can quickly switch into one of the preset roles by first resetting their one of their role slots and then press a single button to fill all the points.

Here is a preview of the 4 cleric presets available on the PTS.

Character Creation

Upon creating a fresh new character, you will be given a sneak peak at the cleric endgame armor (full HK set) and given 4 presets.


The 4 presets right now are essentially “pure” heals, “pure” tank, melee DPS w/offheal capabilites (“suppportish”) and ranged DPS.

Accessing the presets

This part is fairly straightforward. Open your soul window (default –”N” key) and click on the button on the buttom. This will allow you access to the 4 presets. Additional, there is another button to the left where you can spend all your points following these presets.


Flame Keeper – Sent/Puri 3x/3x

This is your standard 34 Purifier/32 Sentinel/0 warden build. It was nicknamed Sent/Puri, Purisent etc.. by the community.

This is the point distribution at 50.


Purifier- 34 points

Sentinel- 32 points

Overall, I like the build. It is very similar to the 3x/3x Sent/Puri build I have being using. The difference in some of the point allocations are fairly minor. (i.e. In the purifier tree, I would have put the 1 point in Caregiver’s Blessing into Healing Flare instead. In the sentinel tree, I have a different point distribution for Embolden/Light Efficiency/Light Concentration).

You are given a short introduction to this preset, including basics, how to play and tips!


Seraphic Guard – 51 Justicar tanking

This is one of the many 51 Justicar tank build posted by Radak in his thread. It is a 51 Justicar/9 Shaman/6 Inq build.

Here is the point distribution at 50.


Justicar – all 51 points

  • Keep in mind Healer’s Creed has being changed to increase the healing your receive by 5-10% (used to be reduce the mana cost of your doctrine by 15-30%).
  • Reprieve, your O-shit heal on a 5 minute cooldown, has being chanaged so that it scales with spellpower better.

Shaman – 9 points

  • 3/3 Thick Skinned
  • 3/5 Unyielding
  • 2/2 Favored of the Valnir (NEW effect- now increase the duration of Lighting by 4-8 seconds).

Inquisitor – 6 points

Here is the official how-to and tips from Trion!


Thunderer- 44 shaman/20 justicar melee DPS w/ offheals

This is a variation of the popular 44 shaman/22 Justicar melee DPS build I have being using.

Here is the point distribution at 50.



20 Justicar

2/2 Inquisitor

This build is designed for pure melee DPS with some offhealing (some kind of “support” role) rather than soloing like the  44 shaman/22 Justicar build I linked above. I do feel that a 51 shaman would probably do better as a pure melee DPS but this is not a bad starting point. As for soloing, this build will feel a lot weaker than the 44 shaman/22 Justicar build due to the lack of some essential talents in the Justicar tree (i.e. Vengeful Justice and Devout Deflection).

Here are the official how-to and tips from Trion!


Arbiter- 51 Inq pure ranged DPS

This is the old favourite 51 Inq build. It uses the combination of 51 Inq/10 sent/5 warden. This is not a bad starting point for newbie players but at decent gear levels the 51 Inq/10 sent/5 cab build performs much better, especially with the upcoming nerfs to waterjet in patch 1.7.

Point allocation at 50


51 Inquisitor- all 51 points

10 sentinel

5 Warden

Here are the official how-to and tips from Trion!



Guide to Instant Adventure!

December 6, 2011

This guide is co-owned and first released on


Hello everyone, Instant Adventure is a new feature in Rift that will be introduced sometime between 1.6 and 1.7 as a mid-content update. The purpose of this guide to help you get orientated with this new feature.

What is it?

Instant adventure is basically a series of objectives currently in Stillmoor/Shimmersand where you and other players need to complete in exchange for reward such as inscribed sourcestones and vanity items. The “instant” refers to the fact that you can jump into the adventure anytime and be instantly teleported to the location of the adventure.

How do you access it?

Instant adventures can be accessed by pressing the . (period) key on your keyboard. If you have changed your key mappings, they can be found via the menus on the bottom left corner of your screen.

Once you press the button, this screen will pop up.


If you click on the button, you will be put in queue and very soon this window should pop up!


Clicking on Teleport will instantly port you to the location of your instant adventure awaits!

Objectives, Diffculty and Rewards!

Objectives you and the rest of your raid need to complete are marked on the map as green icons/circles to separate from the rest of your quest objectives.


You will also see these objectives on your quest tracking screen like this.


Each objective have a 15 minutes timer limit, there are a series of objectives you will need to complete at your location, with the last objective usually involve a fight with a mini boss!

The difficulty of the objectives/mini boss will scale up depending on how many people are in your raid. Keep in mind that you and your raid are not in a special instance of the zone and will need to deal with any mobs/creatures you would normally encounter on the map.

After the series of objectives are complete, you will get a new series of objectives, with a window promoting if you wish to be teleported to the new objective’s location.

Each objective rewards about 6k xp, a 50/50 chance at an inscribed sourcestone and occasionally you will get a chance at vanity items like the sandcovered pieces or the pieces you need to make the mathosian vanity set!

There is no return button currently, so if you do decide to drop out of the instant adventure, you will need to soul recall or travel back to town yourself.

Why do them?

Instant adventure offer an endless way to gather inscribed sourcestones and some old vanity pieces if you are willing to put the time to it. The xp isn’t that great and it can get mind-boggling boring at times but if you are bored, they are better than sitting in Sanctum/Meridian!


PTS and Live Parses after Nov 23 Cleric “fix”

November 24, 2011

Consolidated Info from this thread on the official forums

All self buffs (+/- powerstone, consumables) unless specified

User Build Stats (Sp/Sc) Live PTS % increase
Me 51 Inq 1500/762 1122 1300 13.7
Redcruxs 51 Inq N/A 1350 1625 17
Chanalia 51 Inq 1553/822 1514 1750-1800 13.5- 15.9
Bluelightt 51 Inq 1935/710 1670 1880 11.2
Trasgress 51 Inq 1568/890 1368 1587 16
mxdiz 51 Inq 1520/840 1.2 k-1.3k 1.5k to 1.55 k 18
Me 51 Shaman 1520/834 1109 1235 10
Usman 51 Shaman 1529/804 1426 1587 11.29
Malark 51 Shaman N/A 1100 1250 12
Noshei 51 Shaman 1508/755 1292.87 1472.52 12.2
Trasgress 51 Shaman 1568/890 1276 1463 14
mxdiz* 51 Shaman 1520/840 1150-1200 1250 6
Me 51 Druid 1520/834 1200 1408 14.7
Sarrom 51 Inq 2098/859   2100  
Sarrom 51 Shaman 2015/832   1950  
Guyjax 51 Shaman 1603/999   1880-1920  
Guyjax 51 Inq 1616/989   1950-2000  



51 Inq: 15.1% increase on average from Live to PTS (N = 6). Min = 11.2; Max = 18

51 Shaman: 11.89% increase on average from Live to PTS (N = 5). Min = 10; Max = 14

Detailed Testing Info from myself

All self buffs, no burning powerstone. All parses are 5 minutes long using ACT.



51 Inq/10 Sent/5 Warden

Stats: 1550 SP 782 SC

Live: 1122 DPS (Armor of Awakening, Shroud of Agony)

PTS: 1300 DPS – 13.7% increase (+ Mein of Aggression, New Armor of Awakening with +5% spell damage)


Live (note: the breakdown DPS here does not reflect actual DPS as I needed to get out of combat)


51 Shaman/11 Inquisitor/4 Justicar

Stats: 1520 SP 834 SC

Live: 1109 DPS (Courage of Jaguar, Vengeance of Winter Storm, Armor of Devotion)

PTS: 1235 DPS – 10% increase (+ Mien of Aggression)


#show Frozen Wrath
cast Rage of the North
cast Frozen Wrath
cast Massive Blow
cast Sanction Heretic
cast Lightning Hammer
cast Crushing Blow
cast Jolt
cast Fated Blow
cast Glory of the Chosen




51 Druid/11 Inq/4 Shaman

Stats: Stats: 1520 SP 834 SC

Live: 1200 DPS (Crag Hammer, Courage of Jaguar, Vengeance of Winter Storm, Armor of Devotion)

PTS: 1408 DPS  – 14.7% increase (+Mien of Aggression)


#show Fervent Strike
petcast enraged assault
petcast satyr sweep
cast Combined Effort
cast Lightning Hammer
cast Eruption of Life
cast Bombard
cast Sanction Heretic
cast Fervent Strike
cast Vex




Ember Isle Orientation

November 16, 2011

This guide is co-owned and first released on


Hello everyone! The release of Ember Isle with patch 1.6 is just around the corner! This will probably the biggest content patch ever with the release of an entire outdoor zone,  Caduceus Rise (5 man dungeon), Rise of the Phoenix (10 man raid dungeon), and much much more! If you have not being to the PTS or kept up with the reading, you will probably be abit lost! Don’t worry, we got you covered!

1. Preparing for the journey

Ember Isle is no joke! Mobs there are tougher and stronger. You are going to need to either team up with friends or get on you best solo spec!

For clerics, check out this build, I have tested it on the general mob population of Ember Isle and found it quite effective!

I hope you have inscribed sourcestones and planarite saved up! Ember Isle is released with a new batch of powerful Lesser Essences, which can be brought from the usual merchant in your home city! There are at least 3 different Lesser Essences per element type and each Lesser costs 100 inscribed and 5000 planarite. So you will need 600 inscribed and 30 k planarite to fill out an entire sigil! If you don’t, do not panic! Ember Isle also comes out with two new DRRs (Daily Raid Rifts) so you might try your lucky there rolling against other people. For a list of all the Lesser Essences, check out this link!

If you are not entirely geared out in uber armor, Ember Isle also came out with a new set of armor targeted towards soloers/casuals. This armor set is called Planar Conqueror’s. It is a slightly worse than the T1 raid (also called T3) armor set stat wise. Check out this link to get an idea what they look like. 3 of the pieces can be obtained from your home city Epic Planar Equipment merchant. The rest can be obtained from Ember Isle itself in various camps.

2. Getting to Ember Isle 

Guardian: Head out from the bridge in Sanctum , it is below the bridge and to your right if you are facing away from Sanctum. See those pillars? There is a NPC there you need to talk to for teleport to Ember Isle. If you are a Dwarf, you can simply run to the end of the bridge and jump off to the right. Other races may need to run to the end of the bridge and turn left for a longer path to the teleportation spires.


Defiant: Go to the main gates of Meridian and turn to the right and follow the city wall, you will see a blue crystal tower. Talk to the NPC inside it.



3. Porticulums!

Ember Isle is huge! To get around the isle quickly and efficiently, you will need to unlock all of them! There is a quest you can pick up at the landing camp that ask you to discover these ports! Be sure to pick that quest up! (For Guardians this is Henrich Ignard at 12568, 4039)

Guardian Specific Port

Fort Zarnost – 12432, 4052

Defiant Specific Port

Talos Landing – 12335, 3034


Wellspring Flats – 12898, 2842

Farhall – 13393, 2878

Splintered Shallows – 13736, 2959

Ember Watch – 13048, 3481

Obsidian Shore – 13980, 4206

Abundant Wilds – 13002, 4105


4. Faction Camps!

Each side has a landing and a main city.

Guardians – Landing city is Fort Zarnost, Main city is Farhall. Near Port Farhall

Defiants – Landing city is Talos Landing, Main city is Atia. Near Port Obsidian Shore

There are two very important notoriety in Ember Isle, one of them is the Keepers (which I will cover below) and the other is notoriety with your main city.  There are quests in the landing place that will lead you to Ember Watch where the keepers are and to your faction main city.

It is very important to gain notoriety with both camps as that allow you access items to the Quartermaster. You can do these via completing quests in the landing camp & main city as well doing dailies.

Guardians – Nyla Grilden – 13457, 2771 in Farhall. Sells Planar Conqueor’s pieces (helmet and legs), crafting recipes, costumes, and food that give you 20 SP/AP for 30 minutes.

Defiants- Agren Thestio – 13418 4192 in Atia.

Make sure to pick up new drinks in the general good vendor. These new drinks are called Isle Embrosia and restore 5.8 k hp and 6.5 k mana over 10 seconds.

5. Ember Watch – The Keepers

Ember Watch is the quest hub shared by both factions. It is held by the Keepers.

The Keeper Quartermaster is Helera Ruesen at 13035, 3448 and she sells recipes, costume pieces and Planar Conqueror’s pieces (gloves and belt), armored Ash Strider mount and more importantly, new DRR lures.

Upon arrival, you will find a whole bunch of daily quests that will give you notoriety with The Keepers.

You can skip them if you wish, but the one quest giver you must see is Darius. He will give you the quest that will give you Nexus Infusion, an ability that you need to upgrade defenses for the Onslaught quests which I will cover below.

6. Quests in Ember Isle

As mentioned previously, there are quests for Keepers and each faction camp. There are also additional quests at each “scene” in the zone. A scene is an area of the map organized under a single name. You can find a very comprehensive list of quests at Zam’s website.

However, what is new to Ember Isle is the Onslaught quests – daily quests from the Keeper at any of the sourcewells located in the zone. A sourcewell can be found at each scene. Basically, the objectives of these Onslaught quests is to defeat 65 invasions at the sourcewells and upgrade the defenses to increase the difficulty and reward of the invasions.

ZAM has a very comprehensive write up on the sourcewells/onslaught quests that you should definitely check out and bookmark (just like this page :p)

7. Dungeons – Caduceus Rise

Caduceus Rise is the new 5 man dungeon introduced with Ember Isle. Its on the far right side of Ember Isle. There are 4 versions of Caduceus Rise. These dungeons are already out on the LFG tool and can be access right away!

In terms of diffculty, the group I run with is a bit overgeared (we have cleared all T1 raid content and currently raiding HK). It took us about 2 hrs the first time we went there to clear the T2 version of these dugneons. These dungeons are a bit diffcult than your standard T2 experts.

Standard – Caduceus Rise – Level 48-50 – 4 bosses

T2 Expert – Lower Caduceus Rise – 6 bosses

T2 Expert – Upper Caduceus Rise – 7 bosses

Mastermode – Caduceus Rise – 11 bosses, not released right away with patch 1.6.


  • Zam has some prelimary strats but it is not very comprehensive (you will need to click on each boss to see strats)
  • Ciderhelm and Riftjunkies will probably release a guide as well.
  • I will probably release a guide to these dungeons very soon. I have run both T2 versions once already and just need to go back a 2nd time to verify some of the strats as the group I went in with was overgeared and ignored a lot of the fight mechanics.

8. Raid content – 10 mans

The new 10 man dungeon is called Rise of the Phoenix. Like other 10 man raid dungeons, it requires someone in your raid with Omen sight or Quantum sight. Fire resist sigils are ideal for this raid.

The location for this 10 man dungeon is not in Ember Isle! It is located in Stonefield at the following location (image courtesy of Puremallace)


Defiants have access to Stonefield and can get to Rise of the Phoenix (RP for short) easily. Guardians however, have a little trouble. If they have the tier 2 teleportation ability, it is not too much of an issue. Without it, Guardians might be forced to take the port at Kain’s Command in Scarwood Reach and run to Stonefield via Scarlet Gorge.

The difficulty of this dungeon is geared towards raiders who have completed tier 1 raid and are currently progressing in HK. There are 4 bosses and they reward Greater Marks of Ascension.


  • ZAM has a good write up of each bosses’s abilities (need to click on boss name to see them).
  • Riftstrats might be release a guide for RP soon.

9. Tier 2 Planar Attunement (PA)

Tier 2 PA is here! You will need to completely Tier 1 PA before you can unlock Tier 2 PA of the same type (i.e. Fire, Water etc..)

Riftjunkies has a good coverage on the Tier 2 abilities.

For Cleric Tier 2 PA abilities – look here!

Magelo has released a PA calculator that includes Tier 2 abilities – check them out!

10. Crafting!

With the release of Ember Isle, there are two new places where you can get new crafitng recipes. One of them is at your faction main city quartermaster and the other is the Keeper faction quartermaster.

Each recipe costs 2 crafter plaques and requires notoriety with the appropriate faction. Some of them also use the 20 hr cooldown mats so save them up!

For a list of all the crafting recipes – look here!

Note that for foragers and miners, ores/diamonds will now drop from appropriate mobs as well. This should lower the price on some of the pots/burning powerstones on AH with the influx of mats with easier access.

* You can now mine Earth Elemental, Oreling, and Golem corpses.
* You can now forage Treant and Bogling corpses.

11. Puzzles!

There is a new puzzle on Ember Isle and it rewards a lesser Essence as well as a companion pet!

This puzzle at Nykantor Ruins. Find the Mysterious Plaque on a ground-level outer wall at (12823, 3857)

There is a very good writeup on ZAM, check it out!

12. New Black Garden alternative mode

If you are a PVPer, don’t be left out with 1.6! There is an alternative mode of Black Garden, one of my favourite maps.

The basic idea behind Black Garden is nicely summarized by Trion.

You and your team must race to cleanse corrupted planar resources – control of the battlefield could mean control of the game, but you’ll have to work together if you want to succeed!

  • Orbs continue to spawn in the center of the map, each player can pick up as many as three orbs – but watch out! Each orb you carry encumbers you and reduces your run speed.
  • When carrying orbs – take them to an activated cleansing point, but be warned: Each cleansing point can only be used a limited number of times before it’s deactivated and you need to find a new one to deliver the orbs to!
  • The first team to 500 points wins!

13. One bag addons!

The API for one bag addon has being released and addon authors are hard at work! Within a few days of 1.6 release we will definitely see some form of this so keep checking!

For those curious what one bag addon does – it merges all of your bags into one and it might enable you to view the inventory/bank of any of your characters from anywhere.. in the future. Here is a link to the WoW version

14. Achievement Whoring (oops I meant Hunting!)

What Rift would be without achivements? Riftjunkies has a pretty good coverage on the achievement that matters. You can check out their guide here

15. Fluff items!

Who doesn’t want to look good while adventuring? Trion has released some amazing looking armor for Ember Isle! Check out my guide here for a rough list of the fluff items you can expect to see with 1.6


New 1.6 Armor for Soloers/Casuals

November 11, 2011

Hello everyone! 1.6 also introduces a new set of armor for soloers/casuals that cannot raid. The stats on these armor pieces are a bit less than the T1 raid set (also called T3).

This armor set is called Planar Conqueror’s. Currently there are 5 pieces of armor : Feet, Shoulders, Chest, Belt and Gloves. Feet, Shoulders and Chest can be obtained at the Epic Planar Equipment merchant in your home city with planarite and inscribed (500-600 inscribed on average) while Belt and Gloves are purchased at Ember Watch on Ember Isle with notoriety with The Keepers and 408 stones.

In addition to the armor, there is also a ring, a 2 hander, a 1hander mace, 1hander dagger, and two wands available for purchase as well!

Here is a picture of all the planar conqueror’s pieces


If you are wondering about the stuff you can buy from the Epic Planar Equipment Merchant – like how much they cost and how you get the final Planar Conquerer set.. here are some pictures to guide you through

Feet, Chest, Shoulders (Healer set): comparison with T1 raid set


Feet, Chest, Shoulders (Tank set)


Weapons and Accessories