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  1. #1

    Default First timer boxing rift..

    Im a big wow fan.. and ill keep boxing my mages ther.. but wantet to try something else in a casuel way
    RIFT!

    Im thinking 2x Mages or 2x Bards.. i got no clue what to class is good / easy for a newbi.

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  2. #2

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    My Rift team is a warrior tank , cleric dps/heal, Chloro mage and two bards, but you'll definitely need a real tank to do instances since the instances in Rift are much harder than wow.
    (either a warrior tank, cleric tank or a rogue tank)

    The first instance on the Defiant side - Iron Tombs, for example is meant for levels 17 - 19, but if you go there with a group under 20, you'll end up wiping a lot. I had trouble clearing it when my team was in their lower 20's.

    Instances in Rift are not a Wailing Caverns type easy-mode and most if not all boss mobs have insane amount of hit points for their level.

  3. #3

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    Going duo, I would recommend two ranged dps with pet - like mage necro/lock (soul purge!) or rogue ranger/marksman. Nice and easy with two identically set up characters.

    If you want more variety you could go with a warrior Reaver/Champion and cleric Inquisitor/Cabalist/Sentinel, a lot of AoE pulling and more tense moments.

  4. #4

    Default

    okay.. ill think im gonna go with the mages..
    Just need to figure out to set it up with Isboxer^^

  5. #5

  6. #6

  7. #7

    Default

    An elementalist/Chloro is a very strong soloing spec. Adding stormcaller/ellie would give an excellent DPS build with AOE strength. The only problem is they have pretty different cast cycles

  8. #8
    Member Ughmahedhurtz's Avatar
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    Bards are the simplest to multibox by a longshot. My experience 4-boxing both mages and bards is that bards are not particularly exciting or overpowered but they DPS while healing far, far better than even full chloro specs do, provide superb invasion/rift raid support and come with their own pet tanks.

    There's a gap in capability between levels 33-45ish where you can't really effectively split-spec ranger/bard/nightblade and get the best of all three but they're still extremely well-suited to boxing effectively.

    There are some caveats to my statements above but this holds true for most situations. I'll let other folks respond first before I clarify (if needed).

    [edit] Note that secondary-spec pets do not level past 30 without spending the talents to get the "Call Greater xxxxx" spell. This needs to color your thinking as your pet will start getting mauled badly by about level 33 unless you respec for this.
    Last edited by Ughmahedhurtz : 07-13-2011 at 02:42 PM
    Now playing: WoW (Garona)

  9. #9

    Default

    Chloro are actually healers. Bards a buffers that add a bit of group healing.

    Bard healing
    Cadence 115 + weapon over 2 seconds (heals party by a similar amount)
    Coda of restoration (finisher) heals for 464
    Motif of Regeneration - heal 90/3 seconds for 15 seconds
    verse of Vitality - heals party for 489

    Chloro Healing
    Livingiving Veil - Life damage heals party fro 120% of damage
    Lifebound Veil - heals synthesis target for 160% of damage party for 60%

    Chloros have to choose which one of the above to be in

    Void Life - 56 Damage second with big buff to healing if using Lifebound Veil
    natures Touch - A direct damage spell for 170 with a big buff to heal when using life bound veil
    Radiant Spores - a debuff that returns 10% of the damage a play inflicts on a MOB as heals
    Stream of Reclaimation - 6 second channeled spell for 741 that increase Radiant spores heal pct to around 25% for those seconds.
    Natural Splendour - A short range AOE (7 meters from target) 987 point channeled spell that heals party in range for 2097 (Charge Dump)
    Withering Vines - 180 Life dame over 12 seconds 236 healing to group over 12 seconds
    Wild Growth - 982 heal to party within 25 meters, 50% snare to enemies within 25 meters, 10% damage buff within 25meters (Charge Dump)
    Entropic Veil - 19% damage buff (and therefore healing) (Charge Dump)
    Bloom - 1000 directed heal

    many chloro powers 'double-dip'. They heal and do damage there by triggering the mage's veil.

    Bard's shine when movement is an issue (which is often). All the bard's abilities are to the best of my kniowledge unaffected by movement. The mage's ability require him to be stationary for the cast time of his spells. However the raw healing power of the Chloro is much better than the bard.

  10. #10

    Default

    basically bards main healing skill is cadence and its a channel so u have to stay still.

    Quote Originally Posted by Warwick View Post
    Chloro are actually healers. Bards a buffers that add a bit of group healing.

    Bard healing
    Cadence 115 + weapon over 2 seconds (heals party by a similar amount)
    Coda of restoration (finisher) heals for 464
    Motif of Regeneration - heal 90/3 seconds for 15 seconds
    verse of Vitality - heals party for 489

    Chloro Healing
    Livingiving Veil - Life damage heals party fro 120% of damage
    Lifebound Veil - heals synthesis target for 160% of damage party for 60%

    Chloros have to choose which one of the above to be in

    Void Life - 56 Damage second with big buff to healing if using Lifebound Veil
    natures Touch - A direct damage spell for 170 with a big buff to heal when using life bound veil
    Radiant Spores - a debuff that returns 10% of the damage a play inflicts on a MOB as heals
    Stream of Reclaimation - 6 second channeled spell for 741 that increase Radiant spores heal pct to around 25% for those seconds.
    Natural Splendour - A short range AOE (7 meters from target) 987 point channeled spell that heals party in range for 2097 (Charge Dump)
    Withering Vines - 180 Life dame over 12 seconds 236 healing to group over 12 seconds
    Wild Growth - 982 heal to party within 25 meters, 50% snare to enemies within 25 meters, 10% damage buff within 25meters (Charge Dump)
    Entropic Veil - 19% damage buff (and therefore healing) (Charge Dump)
    Bloom - 1000 directed heal

    many chloro powers 'double-dip'. They heal and do damage there by triggering the mage's veil.

    Bard's shine when movement is an issue (which is often). All the bard's abilities are to the best of my kniowledge unaffected by movement. The mage's ability require him to be stationary for the cast time of his spells. However the raw healing power of the Chloro is much better than the bard.

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