Thursday, October 29, 2009
Tuesday, October 27, 2009
Moar Korean Patch Details
Korean Aion has been hit by another patch. Once again the same guys from Abyss Addicts have translated the patch notes.
There are two major points in my eyes:
As with 1.6, no word on when we can expect it to hit. :(
There are two major points in my eyes:
We added reward for successful fortress defenses. The leader of the legion in control of a fortress will now receive badges through mail. The amount and the grade of the badges will vary depending on the level of the fortress.Hooray for defense incentive, but this seems a bit off. Only the owning legion? This means the defending force will always be inferior to the attacking force. It may result in increased incentive for legions to ally and share but it won't help pugs at all, while pug attackers will still get medals for their time. Bizzare decision.
Increased experience gain from crafting and extracting.Wayhey!
As with 1.6, no word on when we can expect it to hit. :(
Monday, October 26, 2009
Kuhhheargit
Tired of sounding like you're giving childbirth whenever you hit someone? Chose the 'young' female soundset and didn't realise your error until it was too late? Think that spells should be followed up with a goofy "a-hyuck"? Suspect the Koreans are subtly making fun of western culture by approving this garbage?
If you played during the closed betas, when Aion was still version 1.0, you'll have known that the voices were a lot cooler. Female characters sounded cute but strong and male characters had a certain Bruce Lee quality to them. That's because the voice pack was Korean. The 'westernisation' has then got to be a cruel joke.
If you think it's not all that bad, go and make a level 1 alt right now with the Female Young soundset. You don't even need to go into combat; just unsheathe your weapon. Congratulations, you now know what I'm talking about. It shouldn't be called 'Young', it should be called 'Mentally Deficient'. She sounds like she is wearing a colander for a helmet and drooling all over her straight jacket when she does something as simple as unsheathe a weapon. If you want to take it all the way, go into actual combat. Even better, make her a ranger and get to level 10. She sounds just as retarded with every. Single. Shot.
But there's light: the Korean voice pack is available for download and so is the Japanese voice pack. I've been playing with the Japanese pack for the last day and am quite impressed... I'm about to give the Korean pack a run. The only drawback to the Japanese pack? Shugo don't say 'nyerk' anymore :(
1. Download the Voice Pack of your choice:
2. Find your Aion folder. Extract the contents of the .zip to your Aion\L10N\ENU\ folder. If you're not using the English client, change the location as appropriate (eg. Aion\L10N\CHS for Chinese).
3. Play to the soothing sounds of Bruce Lee kicking some vespine arse.
Source 1, Source 2 <3
If you played during the closed betas, when Aion was still version 1.0, you'll have known that the voices were a lot cooler. Female characters sounded cute but strong and male characters had a certain Bruce Lee quality to them. That's because the voice pack was Korean. The 'westernisation' has then got to be a cruel joke.
If you think it's not all that bad, go and make a level 1 alt right now with the Female Young soundset. You don't even need to go into combat; just unsheathe your weapon. Congratulations, you now know what I'm talking about. It shouldn't be called 'Young', it should be called 'Mentally Deficient'. She sounds like she is wearing a colander for a helmet and drooling all over her straight jacket when she does something as simple as unsheathe a weapon. If you want to take it all the way, go into actual combat. Even better, make her a ranger and get to level 10. She sounds just as retarded with every. Single. Shot.
But there's light: the Korean voice pack is available for download and so is the Japanese voice pack. I've been playing with the Japanese pack for the last day and am quite impressed... I'm about to give the Korean pack a run. The only drawback to the Japanese pack? Shugo don't say 'nyerk' anymore :(
1. Download the Voice Pack of your choice:
2. Find your Aion folder. Extract the contents of the .zip to your Aion\L10N\ENU\ folder. If you're not using the English client, change the location as appropriate (eg. Aion\L10N\CHS for Chinese).
3. Play to the soothing sounds of Bruce Lee kicking some vespine arse.
Source 1, Source 2 <3
Friday, October 23, 2009
Shining Slash: Guest week, a plea to the masses
Long time no blog! I'm here to break the silence with a little post from Minsc, a Templar in my Legion. Every Tank you've run with has wanted to say this at some point, so take it on board, seriously.
============================
Your Guide to "What The Hell Is The Tank Doing" (1-35)
So you're in a group, and that Templar (Or Gladiator) is strutting around like he owns the planet, despite being able to do less damage than Tutty on a bad day. You think to yourself "Heh, but this guy can't hold agro either". Doesn't he have taunt?
Odds are, from a Tank point of view - you're a liability because you probably don't understand how Templar threat works. Tanking in Aion isn't like most other games. Also note: "Agro/Threat" in Aion is referred to as "Enmity".
Note: This is a guide only up to level 35 or so. Things do change after this
============================
The Tools Of The Trade
A Templar (as at Level 35) have two basic Enmity generating moves.
> Provoke: medium range non-damaging Enmity ability. Cool down 12 sec.
> Provoking Slash: melee attack with extra Enmity. Cool down 12 sec.
They have access to two subjective Enmity generators.
> Provoking Shield Counter: Shield "bash", only usable immediately after successful block. Does NOT stun enemy. Cool down 24 seconds.
> Divine Chastisement: DP ability. Costs 2000 DP.
They have access to three Stigma stones which are Enmity generators.
> Inescapable Judgment: Ranged "pull" ability bringing enemy directly to you. Also reduces their movement speed for 10 seconds. Cool down 30 seconds.
> Provoking Roar: 10m PBAoE which generates some threat on up to five monsters. Cool down 30 sec.
> Incite Rage: 15m 1 minute CD Provoke clone with a mana cost added.
> (Remember they may not have one or both of these.)
More come as levels progress, but I don't know my way around the full list yet. There are more Stigmas out there, but for now we'll stick to the level range we know well, and the level range of what we are seeing day-to-day.
============================
Things to know:
First, none of these are a "top of the stack" enmity/threat/agro generator.
They generate a set amount, period. If you've pulled agro, and you're a DPSer... STOP. There is nothing a tank can do if you're still going berserk on a creature that is attacking you. You'll stay ahead of him/her for a lot longer. If you're a healer, all you can do is try to heal through it as best you can and hope the tank can pull agro back off you.
Secondly, a Templar relies on blocking attacks to generate a lot of threat.
He has three abilities at his disposal on a successful block - (a) a shield bash stun, (b) the aforementioned Enmity generator, and (c) a retributive strike (which is their highest damage dealer). If you pull agro, you are going to take away roughly half of his bag of tricks that he can use to keep agro on himself, and some of his damage mitigation to boot. So if he's not got agro on himself, his ability to get it back is depleted, and he'll start to fall behind the healers - and that's wipe territory.
Thirdly, a Templar is not a Gladiator.
He does not have an appreciable ongoing "multitanking" capacity like a Gladiator - he traded it in for mitigation. If there is more than one creature out there, he will be switching between them and spreading his basic Enmity generators around, which means the DPS troops have to scale back their output so they don't pull agro. Healers have to "suck it up buttercup", and hope the chainmail will stop any errant hits if one gets away briefly.
This goes double for if there are crowd-controlled creatures. If one is 'slept', a good tank will switch to that target every time Provoke cool down is up and throw it at that creature (from out of melee range so he doesn't break CC). This prevents the creature from running after the CCer or a healer if it breaks/resists CC. So, if one creature is slept, be sure not to still go absolutely gangbusters on the one you're DPSing at first - give it a grace period of 20 seconds or so (enough for two rounds of the 12 sec cool down taunts) of light DPS after the tank finally has the creature in melee range before you start really unloading with the pointy stuff.
Lastly, a Tank may have to go "Defensive".
One thing a Templar can do is go into "Shield Defence/Steel Wall Defence". This puts his mitigation up quite a fair bit, but he cannot use any abilities while in this mode - this includes any Enmity generators. It gives the healers a chance to catch up if he's dropping below, but in turn stops his Enmity output. So if you see or hear of the Tank going into 'Block Mode' or 'Going Defensive' or 'Putting Up A Wall' or any such thing for any length of time to let healers catch up - dial back the juice or you'll wind up with the bad guy cleaning your clock for you, and it'll give new meaning to "Spray 'n' Wipe + Mr. Muscle".
-
So to recap:
If a Templar loses agro, wind back the DPS, even if it's not you the guy is coming after. The longer the Tank doesn't have agro, the more he falls behind.
If there is more than one bad guy, give the Tank some time to really get rolling, he'll be behind for a while. Ease the DPS for 10-20 secs at the start.
If a Templar is going all defensive mode, lay off. He's not generating as much threat.
-
I hope this clears up tanking. Without a specific "automatic Top-Of-The-Stack" agro/taunt skill, Tanks have a lot harder time actually regaining agro, so take care when you're out there. If you pull agro, you put the whole group at risk here, not like several other MMO's where the tank has an "Oh Shit" button. Some tanks are very good at their job, and can honestly just output threat like it's nobody's business, and a lot of the previous stuff may not apply as much, but these basics ought to give everyone a rough understanding of what is going on.
Cheers!
~ Minsc and Boo.
============================
Thanks, Minsc!
Watch this space for upcoming posts delving deep into the Stigma system (for Templars, of course!) and a look over of the Templar DP abilities we'll have lined up for level 50 content.
============================
Your Guide to "What The Hell Is The Tank Doing" (1-35)
So you're in a group, and that Templar (Or Gladiator) is strutting around like he owns the planet, despite being able to do less damage than Tutty on a bad day. You think to yourself "Heh, but this guy can't hold agro either". Doesn't he have taunt?
Odds are, from a Tank point of view - you're a liability because you probably don't understand how Templar threat works. Tanking in Aion isn't like most other games. Also note: "Agro/Threat" in Aion is referred to as "Enmity".
Note: This is a guide only up to level 35 or so. Things do change after this
============================
The Tools Of The Trade
A Templar (as at Level 35) have two basic Enmity generating moves.
> Provoke: medium range non-damaging Enmity ability. Cool down 12 sec.
> Provoking Slash: melee attack with extra Enmity. Cool down 12 sec.
They have access to two subjective Enmity generators.
> Provoking Shield Counter: Shield "bash", only usable immediately after successful block. Does NOT stun enemy. Cool down 24 seconds.
> Divine Chastisement: DP ability. Costs 2000 DP.
They have access to three Stigma stones which are Enmity generators.
> Inescapable Judgment: Ranged "pull" ability bringing enemy directly to you. Also reduces their movement speed for 10 seconds. Cool down 30 seconds.
> Provoking Roar: 10m PBAoE which generates some threat on up to five monsters. Cool down 30 sec.
> Incite Rage: 15m 1 minute CD Provoke clone with a mana cost added.
> (Remember they may not have one or both of these.)
More come as levels progress, but I don't know my way around the full list yet. There are more Stigmas out there, but for now we'll stick to the level range we know well, and the level range of what we are seeing day-to-day.
============================
Things to know:
First, none of these are a "top of the stack" enmity/threat/agro generator.
They generate a set amount, period. If you've pulled agro, and you're a DPSer... STOP. There is nothing a tank can do if you're still going berserk on a creature that is attacking you. You'll stay ahead of him/her for a lot longer. If you're a healer, all you can do is try to heal through it as best you can and hope the tank can pull agro back off you.
Secondly, a Templar relies on blocking attacks to generate a lot of threat.
He has three abilities at his disposal on a successful block - (a) a shield bash stun, (b) the aforementioned Enmity generator, and (c) a retributive strike (which is their highest damage dealer). If you pull agro, you are going to take away roughly half of his bag of tricks that he can use to keep agro on himself, and some of his damage mitigation to boot. So if he's not got agro on himself, his ability to get it back is depleted, and he'll start to fall behind the healers - and that's wipe territory.
Thirdly, a Templar is not a Gladiator.
He does not have an appreciable ongoing "multitanking" capacity like a Gladiator - he traded it in for mitigation. If there is more than one creature out there, he will be switching between them and spreading his basic Enmity generators around, which means the DPS troops have to scale back their output so they don't pull agro. Healers have to "suck it up buttercup", and hope the chainmail will stop any errant hits if one gets away briefly.
This goes double for if there are crowd-controlled creatures. If one is 'slept', a good tank will switch to that target every time Provoke cool down is up and throw it at that creature (from out of melee range so he doesn't break CC). This prevents the creature from running after the CCer or a healer if it breaks/resists CC. So, if one creature is slept, be sure not to still go absolutely gangbusters on the one you're DPSing at first - give it a grace period of 20 seconds or so (enough for two rounds of the 12 sec cool down taunts) of light DPS after the tank finally has the creature in melee range before you start really unloading with the pointy stuff.
Lastly, a Tank may have to go "Defensive".
One thing a Templar can do is go into "Shield Defence/Steel Wall Defence". This puts his mitigation up quite a fair bit, but he cannot use any abilities while in this mode - this includes any Enmity generators. It gives the healers a chance to catch up if he's dropping below, but in turn stops his Enmity output. So if you see or hear of the Tank going into 'Block Mode' or 'Going Defensive' or 'Putting Up A Wall' or any such thing for any length of time to let healers catch up - dial back the juice or you'll wind up with the bad guy cleaning your clock for you, and it'll give new meaning to "Spray 'n' Wipe + Mr. Muscle".
-
So to recap:
If a Templar loses agro, wind back the DPS, even if it's not you the guy is coming after. The longer the Tank doesn't have agro, the more he falls behind.
If there is more than one bad guy, give the Tank some time to really get rolling, he'll be behind for a while. Ease the DPS for 10-20 secs at the start.
If a Templar is going all defensive mode, lay off. He's not generating as much threat.
-
I hope this clears up tanking. Without a specific "automatic Top-Of-The-Stack" agro/taunt skill, Tanks have a lot harder time actually regaining agro, so take care when you're out there. If you pull agro, you put the whole group at risk here, not like several other MMO's where the tank has an "Oh Shit" button. Some tanks are very good at their job, and can honestly just output threat like it's nobody's business, and a lot of the previous stuff may not apply as much, but these basics ought to give everyone a rough understanding of what is going on.
Cheers!
~ Minsc and Boo.
============================
Thanks, Minsc!
Watch this space for upcoming posts delving deep into the Stigma system (for Templars, of course!) and a look over of the Templar DP abilities we'll have lined up for level 50 content.
Sorcerer Solo Rifting
I always go rifting in a group. Always. And yet most of the PvP we do is small scale... us vs. one, us vs. two, or us vs. massive unbeatable zerg. Abyssal wings can get kind of frustrating too... it's really easy for people to just run (at least until patch 1.6 hits). So I figured, why not just go in on my own?
So I did. The result: almost two hours of furback killing (except for a small hiccup the first time I stepped through), mostly bots but plenty of 1v1 and some 1v2. And about 8000 AP for my time.
The bots were mostly easy as hell: sometimes they just stop attacking you and go after a mob. Sometimes they just don't attack at all. Other times, there would be a clump of them and attacking one would see all of them chase after you, which is like pulling multiple mobs in solo pve xD. The excellent thing about them though is that they're not all rank 9: some were as low as rank 6 and gave sexy amounts of AP. In addition, after killing four or five of them, I'd gain over 2000 DP.
Of course bot farming wasn't my primary goal and I got plenty of actual player footage, including against two skilled gladiators and some SMs. SMs are turning out to be not quite as bad as I thought to fight, especially on the ground; but then, sorcerers have most of their tricks by level 41.
This is a two parter... youtube doesn't like 14 minute videos. Click through (or part1, part2) for the full sized versions at youtube.
So I did. The result: almost two hours of furback killing (except for a small hiccup the first time I stepped through), mostly bots but plenty of 1v1 and some 1v2. And about 8000 AP for my time.
The bots were mostly easy as hell: sometimes they just stop attacking you and go after a mob. Sometimes they just don't attack at all. Other times, there would be a clump of them and attacking one would see all of them chase after you, which is like pulling multiple mobs in solo pve xD. The excellent thing about them though is that they're not all rank 9: some were as low as rank 6 and gave sexy amounts of AP. In addition, after killing four or five of them, I'd gain over 2000 DP.
Of course bot farming wasn't my primary goal and I got plenty of actual player footage, including against two skilled gladiators and some SMs. SMs are turning out to be not quite as bad as I thought to fight, especially on the ground; but then, sorcerers have most of their tricks by level 41.
This is a two parter... youtube doesn't like 14 minute videos. Click through (or part1, part2) for the full sized versions at youtube.
Thursday, October 22, 2009
a brief interlude
Me and Lewin hadn't played our Ranger and Templar respectively for a few days, and thus the inconspicuous lack of posts from us lately. I still have to make that jumpshot video... d'oh. For that, I apologise; we've been busy with some rl stuff, for me some art stuff and for Lewin ODST.
Anyway, in between the spare time I had, I rolled a Chanter alt, and an Asmo Assassin.
- Chanters are insanely fun. Think Ret Paladins with Druid HoTs. I loved playing my kitty druid in WoW, so Chanters feel very similar.
- Considering how many times I've done the first 15 or so levels, I'm still surprised how fast I power through them, and yet it never got boring.
- Male Asmos run funny.
- I expected the Asmo ascension quest to be the same as Elyos, and boy was I surprised.
- Asmos on the whole feel a little more badass. Their raiders raid because they can, while the Elyos raiders raid because they get paid. Go figure.
- The grind gets really boring if you don't build up a steady rhythm.
- That is, until you find a legion group and grind elites in the Kaidan HQ for three hours.
- ...and then proceed to do Fire Temple with the same group, and find the xp isn't as sweet at level 35...
- ...and still not get Judge Kromede.
Tuesday, October 20, 2009
Sorcery VI
Welcome back ladies and ladyboys! Today I will touch on PvP. I, like everybody else, am learning... but that doesn't mean I can't share what I've learned thus far with the world. There are some classes I wish I'd fight more (or fight more skilled ones at least) but I believe I have some down pat :). In addition to my ramblings, there is a (somewhat old) translated korean strategy guide for the sorcerer.
PvP's a whole different spaceship of shugo compared to PvE. No longer do rotations come into play; PvP is all about proactivity and reactivity, learning to anticipate what your opponent(s) are doing and what spell to cast for the situation. This is essentially where skill comes in... the pursuit of skill is the pursuit of knowing the perfect move to make given any situation. Still, there are some tips that can be transmitted via blog medium! Note that all of this comes from a pre-level cap sorcerer (41) and thus may not be current at 50.
Gear
What to wear you might ask? The top koreans seem to lean towards full HP or full Magic Resist. Those are two defensive stats I respect, but I wouldn't drop Magical Accuracy entirely -- it's just too important in PvP. Can you imagine if your roots were resisted with a decked gladiator hurtling towards you? Or a resisted silence? Doom is what comes to mind.
To this end, the best Abyss gear has HP on it... but of course they require badges. So often you just need to improvise. As I previously mentioned in another issue of Sorcery, HP just isn't around on leveling gear as much as I'd like. Sometimes you just need to pick up that MP gear just to keep current with the gear's Magic Resistance, etc. So instead, dedicate a larger percentage of your sockets to HP instead. MR manastones can wait for the highest levels, when you start finding HP gear more readily available. I would also keep some room for MA manastones, but don't bother with MB manastones for PvP -- you have tons of damage. Your main focus is on survivability and HP, MR and MA all work towards this goal.
Moves
Master backleap. It is fantastic if only for confusing your opponent as to where your location is. Against ranged classes it's brilliant for getting up close and personal for some Freezing Wind weaving. Against a class that will open with CC, such as a spirit master or sorcerer, leap will untarget you allowing you to get it in first but you'll need to still be close enough to get it off, which means backleaping.
Practice weaving Freezing Wind. Get close to someone and cast it, followed by any damage spell (the faster the better, so prioritise Fusion, Wind Cut Down, etc first) then repeat. It's your highest damage rotation -- if used against a Cleric, you may even find that you'll outdps their heals with nothing else required. Best used against clerics, rangers and SMs, but also great against Sorcerers if they're not used to weaving FW... you'll have the upper hand.
Jumpcasting: most useful with Winter's Binding. If you cast Winter's Binding and jump, you can cancel the animation entirely, giving you precious seconds to move while your opponents are instantly snared. It's difficult to time right (I still suck at it) and there's no visual indication of the WB working so this is definitely something to work on :). On another note with WB, consider breaking your CC with it on templar or gladiators: it will keep them in place without bumping up their elemental resistance... though this is a bad idea on Assassins as they can aethertwist your spells or if your opponent has the presence of mind to use a dispel potion.
Tab chaining: when casting Ice Chain, you can change target and Frozen Shock a separate target. Brilliant if two people are chasing you, or you're keeping someone off you and want to interrupt the healer, etc. Situational but good to keep up your sleeve.
Skew the fight towards happening on the ground: we can't leap or Aether's Hold in aerial combat. In the abyss this is mostly psychological, for eg if you have the jump, land before opening and they'll be less likely to open their wings. If you have the time or potions and your opponent will be tricky, consider running or CCing until they have to land.
vs. Templar
Prior to the highest levels, templar don't do jack all damage. Templar will only pose a threat if they have the best gear with dps manastones, or in that it takes so long to kill them that someone else might run into you. But that doesn't mean you should slack: the length of the fight is his advantage. You can't just burst him down or chain him all day; depending on the room you have to move, he will eventually whittle down your shield.
vs Gladiator
I previously thought these little shits were free kills, until I found some that don't suck. Gear really is the measure of this fight though: someone decked in gear can obliterate you the first time they get up to you if you're not careful, while others won't get through your shield. Don't hang about to see which type your opponent is.
vs Assassin
Finally, a worthy opponent. The assassin was the anti-sorcerer prior to 1.5 but PvP damage reduction sorted that out. Now the two classes make for a fun and fair fight. I've seen two general tactics work against this class.
Approach one: Burst + Control
Similar to the gladiator, you attempt to slow or CC the assassin and do your damage in chunky bursts. The pro to this style is that if pulled off correctly, they'll have less contact with your squishy arse. The cons? Assassins have two anti-sorcerer abilities, Evasion (resist one spell) and Aethertwisting (stigma, resists two spells), each on a separate 30 second cooldown. You need to get around this by using quick spells such as Fusion or a FB+Blaze chain to burn the resists away before applying your CC/burst. You also need to keep a mental timer on when these abilities cool down. You can use Flame Cage to instantly burn one of their resists away but be careful: if mistimed and the cage lands, you've just fucked half of your CC and much of your burst for fifteen seconds ^^. You can use Robe of Cold for this but there's a good chance it will break on of your CCs if they make it to melee range.
Approach two: Freestyle DPS
Perhaps not the most traditional method, it is none the less one I found that works none the less. The disadvantage of using Flame Cage on an assassin is that you can't tree or sleep them. The advantage is that you don't need to worry about it getting through aethertwisting... as you won't be using Tree/Sleep anyway! With this method, instead of CC + Burst, you instead just use movement and sustained damage with quick damage spells. It's a more on-your-toes method and will get your robes quite dirty.
Use Robe of Cold and stay on the move. Whenever he hits you he will be slowed. Erratically change your direction and Freezing Wind as you pass him. Use Flame Cage to burn his twists at every move, and keep it up on him regardless for the dps. Root and jumpcast Winter's Binding where possible to get distance. Don't bother with ice chain unless you have good distance and you know his twists are on cooldown; instead, just cast quick spells like Soul Freeze, Flame Fusion, Wind Cut Down, etc. Disclaimer: I haven't tried this tactic on someone with less than 200 ping yet ^^.
Back to general tips...
vs Ranger
Another close fight. Whoever gets the opener has the advantage: we can unload some amazing burst and then silence them. They can unload some amazing burst and then silence us.
As with all PvP combat, difficulty relies entirely on the skill of the opposing player, the gear of the opposing player, the level difference and the setting. Keep that in mind if you lose to a templar in a 5 meter by 5 meter arena or kick Spirit Master's arse who is 5 levels below you.
Dueling is the safest and most efficient way to get your skills and tactics up. Duel everyone you see and accept all requests, especially if they're a couple levels higher than you! Just don't take duels seriously: there's no honour at stake, nobody will think any less of you if you get creamed. Use the duel to learn. Try unproven tactics, make intentionally stupid moves to see if you can recover, and above all don't whine or give any excuse if you lose, even if it's valid. It just makes you look like a tit.
Spell Tips
The ubiquitous section
Boon of Iron-Clad
This ability, when used, will overwrite your Stoneskin buff. As stoneskin prevents everything that Ironclad does, never use it while Stoneskin is up!
Lumiel's Wisdom
I feel confident enough now to call this an essential sorcerer ability. Never abandon this Stigma, ever, or you will run Out Of Mana!
Boon of Clairvoyance
At level 34, Assassins get advanced hide. Clairvoyance will no longer see stealthed assassins past that level. Rangers are still uncovered, though.
Aether Flame
I previously had this hotkeyed and could get four during one Aether Hold, sometimes five. Since moving my abilities around on my bars, I need to click it now... and appear to be getting five reliably every time I use it. I have no +attack speed or +spell speed gear as of yet. Anecdotal or pro tip? You decide!
Soul Absorption
As this abilities damage directly affects how much mana you gain, consider using Zikel's Wisdom (if you have it) whenever using it for maximum mana gain.
Lightburst/Shadowburst
I've used this twice in PvP so far. The first time against a chanter which one-shot him, doing 4000 damage. The second time against another chanter which also one-shot him, doing 4500 damage. Both chanters were within my level range. My 5k health cleric buddy in my guild was also one shotted yesterday. If you have Zikel's Wisdom, you can add another +25% onto that damage. It's official chaps: we can one shot people.
Soul Freeze (aka Silence)
I mention this spell in this issue but you may be wondering what it is. Well, here you have it: a 30 second cooldown, 8 second silence, 1 second cast ability that inflicts a good amount of damage. If that sounds overpowered... well, it is. That said I'm damn glad I have it as it definitely makes certain class match ups a lot more bareable. In PvP it should essentially be cast whenever it's off cooldown as silence kills a LOT of abilities for all classes (and it's technically the highest dps non-DP spell we have, excluding Inferno). Silence can be removed with a dispel potion of the appropriate level.
Flaming Meteor
If this looks good, I'll forgive you. In practice, it rarely stuns. It's also awkward to cast... you need to select the ability then wait about a second before clicking the target area, otherwise it will make your character start running off into the distance :|. Its AOE damage is also lackluster: in PvE it does about 1000 damage to everything in range... with a recast of 5 minutes. I have yet to make this spell work for me.
Frost/Frostbite
This upcoming spell (for me) is almost insulting for other classes. Yup, we get another snare... and what a snare! You can think of it as Root, but instead of the target being unable to move until you damage it, it gets slowed for a full twelve seconds and takes a nasty spike of damage. The cons? Apparently, you can only get it from instances, not city vendors.
Next issue of Sorcery: Sorcerer, Spirit Master, Cleric and Chanter PvP tips!
PvP's a whole different spaceship of shugo compared to PvE. No longer do rotations come into play; PvP is all about proactivity and reactivity, learning to anticipate what your opponent(s) are doing and what spell to cast for the situation. This is essentially where skill comes in... the pursuit of skill is the pursuit of knowing the perfect move to make given any situation. Still, there are some tips that can be transmitted via blog medium! Note that all of this comes from a pre-level cap sorcerer (41) and thus may not be current at 50.
Gear
What to wear you might ask? The top koreans seem to lean towards full HP or full Magic Resist. Those are two defensive stats I respect, but I wouldn't drop Magical Accuracy entirely -- it's just too important in PvP. Can you imagine if your roots were resisted with a decked gladiator hurtling towards you? Or a resisted silence? Doom is what comes to mind.
To this end, the best Abyss gear has HP on it... but of course they require badges. So often you just need to improvise. As I previously mentioned in another issue of Sorcery, HP just isn't around on leveling gear as much as I'd like. Sometimes you just need to pick up that MP gear just to keep current with the gear's Magic Resistance, etc. So instead, dedicate a larger percentage of your sockets to HP instead. MR manastones can wait for the highest levels, when you start finding HP gear more readily available. I would also keep some room for MA manastones, but don't bother with MB manastones for PvP -- you have tons of damage. Your main focus is on survivability and HP, MR and MA all work towards this goal.
Moves
Master backleap. It is fantastic if only for confusing your opponent as to where your location is. Against ranged classes it's brilliant for getting up close and personal for some Freezing Wind weaving. Against a class that will open with CC, such as a spirit master or sorcerer, leap will untarget you allowing you to get it in first but you'll need to still be close enough to get it off, which means backleaping.
Practice weaving Freezing Wind. Get close to someone and cast it, followed by any damage spell (the faster the better, so prioritise Fusion, Wind Cut Down, etc first) then repeat. It's your highest damage rotation -- if used against a Cleric, you may even find that you'll outdps their heals with nothing else required. Best used against clerics, rangers and SMs, but also great against Sorcerers if they're not used to weaving FW... you'll have the upper hand.
Jumpcasting: most useful with Winter's Binding. If you cast Winter's Binding and jump, you can cancel the animation entirely, giving you precious seconds to move while your opponents are instantly snared. It's difficult to time right (I still suck at it) and there's no visual indication of the WB working so this is definitely something to work on :). On another note with WB, consider breaking your CC with it on templar or gladiators: it will keep them in place without bumping up their elemental resistance... though this is a bad idea on Assassins as they can aethertwist your spells or if your opponent has the presence of mind to use a dispel potion.
Tab chaining: when casting Ice Chain, you can change target and Frozen Shock a separate target. Brilliant if two people are chasing you, or you're keeping someone off you and want to interrupt the healer, etc. Situational but good to keep up your sleeve.
Skew the fight towards happening on the ground: we can't leap or Aether's Hold in aerial combat. In the abyss this is mostly psychological, for eg if you have the jump, land before opening and they'll be less likely to open their wings. If you have the time or potions and your opponent will be tricky, consider running or CCing until they have to land.
vs. Templar
Prior to the highest levels, templar don't do jack all damage. Templar will only pose a threat if they have the best gear with dps manastones, or in that it takes so long to kill them that someone else might run into you. But that doesn't mean you should slack: the length of the fight is his advantage. You can't just burst him down or chain him all day; depending on the room you have to move, he will eventually whittle down your shield.
- Keep Ice Chain on him constantly. When IC comes off cooldown, there's a 2 second window in which to recast it before it wears off him, so plan into the future.
- Use Flame Cage... the lack of Tree/Sleep is not substantial versus a templar but the time taken to kill him is. :P
- Constantly move unless you have a Frozen Shock up your sleeve and are confident you can get a good round of spells off before you need to move and/or recast IC.
- If he does get in melee range (due to incompetence, or speed, or confined area) he will likely get your shield down eventually. Fortunately, by that time, you probably have it off cooldown again :). It's best to make sure shield is kept up, otherwise he can drag you into him every 30 seconds.
- Save leap for whenever he uses Inescapable Judgement. The movement slowing effect will kick in even if you have shield up. Shield prevents you from being dragged to him though.
- Possibly the hardest part of the fight is finishing the bugger off. He will likely know that the fight is not going his way long before his end. Be ready for a chase scene with roots and ice chain!
- Templar can easily prevent Aether's Hold, so only do it if he's unable to use any abilities, ie. is tree'd.
- It may not be the hardest fight in the world but don't get cocky. He has all the time in the world to whittle your shield and health down.
- Robe Choice: Cold for control. Flame is also acceptable. Earth's regen is not required; the fight is long but the dps is not intensive.
- Ground Difficulty: Low
- Air Difficulty: Low. Cons: no leap. Consider abandoning Flame Cage and treeing him when he IJ's
vs Gladiator
I previously thought these little shits were free kills, until I found some that don't suck. Gear really is the measure of this fight though: someone decked in gear can obliterate you the first time they get up to you if you're not careful, while others won't get through your shield. Don't hang about to see which type your opponent is.
- As with Templar, try to keep Ice Chain up. This time however, be a bit more conservative: you do NOT want this guy catching up to you so tree or root if you think he will before your IC finishes.
- Don't Cage him: you'll need your CC.
- Keep Mobile. I cannot stress enough that he can't be allowed to make contact with your squishy arse.
- If he does get up to you, he'll more than likely get through your shield. When that happens, you can be knocked down by his crits (which are plentiful) and stunned (not cool) and Aethers Hold'd (which will likely spell your end). First priority is thus reshielding if available. If not, get the hell out of there! Leap, Root, Tree, do anything you can to get some distance between you.
- If your shield is down and he's about to get in range (or is in range), Ironclad in anticipation of stuns/knockdowns/aether's hold.
- If he uses Charge, chain CC him until it wears off.
- If he potions your root, use your other roots (Winter Binding for eg) or CC him instead for some distance.
- Gladiators have ranged abilities which will eventually whittle you (or your shield) down. It's important not to string the fight out for too long.
- Fight in bursts. Tree, Burst, Sleep, Burst, etc.
- Robe Choice: Cold: their ranged attacks will slow them ;). You want to drop them quickly so flame is also acceptable. Earth's regen is not required.
- Ground Difficulty: Low-High (depends on gear and setting). Cons: can be knocked down by crits when on ground.
- Air Difficulty: Medium-High (depends on gear and setting). Cons: no leap, jumpcast or aether's hold; harder to judge distances.
vs Assassin
Finally, a worthy opponent. The assassin was the anti-sorcerer prior to 1.5 but PvP damage reduction sorted that out. Now the two classes make for a fun and fair fight. I've seen two general tactics work against this class.
Approach one: Burst + Control
Similar to the gladiator, you attempt to slow or CC the assassin and do your damage in chunky bursts. The pro to this style is that if pulled off correctly, they'll have less contact with your squishy arse. The cons? Assassins have two anti-sorcerer abilities, Evasion (resist one spell) and Aethertwisting (stigma, resists two spells), each on a separate 30 second cooldown. You need to get around this by using quick spells such as Fusion or a FB+Blaze chain to burn the resists away before applying your CC/burst. You also need to keep a mental timer on when these abilities cool down. You can use Flame Cage to instantly burn one of their resists away but be careful: if mistimed and the cage lands, you've just fucked half of your CC and much of your burst for fifteen seconds ^^. You can use Robe of Cold for this but there's a good chance it will break on of your CCs if they make it to melee range.
Approach two: Freestyle DPS
Perhaps not the most traditional method, it is none the less one I found that works none the less. The disadvantage of using Flame Cage on an assassin is that you can't tree or sleep them. The advantage is that you don't need to worry about it getting through aethertwisting... as you won't be using Tree/Sleep anyway! With this method, instead of CC + Burst, you instead just use movement and sustained damage with quick damage spells. It's a more on-your-toes method and will get your robes quite dirty.
Use Robe of Cold and stay on the move. Whenever he hits you he will be slowed. Erratically change your direction and Freezing Wind as you pass him. Use Flame Cage to burn his twists at every move, and keep it up on him regardless for the dps. Root and jumpcast Winter's Binding where possible to get distance. Don't bother with ice chain unless you have good distance and you know his twists are on cooldown; instead, just cast quick spells like Soul Freeze, Flame Fusion, Wind Cut Down, etc. Disclaimer: I haven't tried this tactic on someone with less than 200 ping yet ^^.
Back to general tips...
- Learn what the Evasion and Aethertwisting buff icons look like. Never cast a noteworthy spell like Root while they are active. Instead, wait them out or burn them with quick spells. Remember that a mistimed Flame Cage will screw up your tree/sleeps for the next 15 seconds.
- Only cast Aether's Hold, Inferno, etc. while they are tree/sleeped or you are certain their twists are on cooldown.
- Oceanic players (all players?) aren't optimal while on a moving target. Using movement and robe of cold you can actually Freezing Wind a skilled assassin to death.
- Keep mental note of their twist cooldowns. Even if you get a root off, they might twist your ice chain, inferno, etc. Cancel casting important spells as soon as you see a twist icon appear.
- The assassin will get in range to get some damage in several times during the fight, guaranteed.
- Only use leap to escape melee if you can't CC them (cooldown or twists up).
- If your shield is down and they're in melee range, Ironclad in anticipation of stuns/aethertwisting/spin.
- Silence locks down a LOT of Assassin abilities; use it whenever you can get it in. Similarly, Magic Resist will prevent a lot of abilities (such as the ambush stun) from taking hold.
- Clairvoyance will not work against a level 34+ assassin; they get advanced hide.
- Robe Choice: Cold. This is not a damage fight, it is a control fight: cold will serve you most of the time. Earth's regen is not needed and Flame's damage increase is not substantial enough.
- Ground Difficulty: High. Cons: he can aether's hold you.
- Air Difficulty: High. Pros: assassins aren't very effective when you move erratically. Flight gives you an extra axis :). Cons: can't aether's hold, leap or jumpcast.
vs Ranger
Another close fight. Whoever gets the opener has the advantage: we can unload some amazing burst and then silence them. They can unload some amazing burst and then silence us.
- Dispel potions are a must. If you bawlk at their price, don't complain when you get nailed to the wall. You need dispel potions to break their silence ability; don't use it for anything else.
- If you get the air jump on them, a good burst chain is
Sleep -> Delayed Blast -> Ice Chain -> Frozen Shock -> Soul Freeze
Follow that up with damage spells. Save your tree for a second round of burst... I always forget to! - If you get the ground jump, it might be best to skip IC and go for Aether's Hold.
- He'll likely dispel your silence, or it'll wear off before you've killed him, so be ready to dispel his.
- Silence messes up rangers pretty bad. You'll notice their previously amazing damage go to hell. Many rangers don't anticipate silence: work to this.
- Unlike other ranged classes, rangers don't have any shielding or stun prevention. Everything you do eats into their finite health.
- Every window you give the ranger is a window in which they can sleep or silence you.
- Ranger's sleep last something like 12 seconds in PvP, compared to our eight. In addition it doesn't mess with their damage, unlike our sleep. If they do get a sleep off on you, expect some nasty burst. If you have shield up it will rip through it and probably be capped by a nasty stun. Magical resistance really is undervalued.
- If they had the opener, you can expect that sleep to be the end of you.
- If you had the opener, you can tree or sleep them for a second round of burst.
- As with Assassins, rangers have Evasion. Since that's only 1/3 of the spells that a assassin can resist, it's easy to forget about it. Try and keep it in mind and watch for the evasion buff icon.
- Most rangers won't bother laying traps against a sorcerer. Use that to your advantage and backleap into them for some FW weaving! Be aware of traps if chasing a fleeing ranger, though.
- Unlike Assassins, the Ranger's hide skill can be seen through with Clairvoyance.
- If a ranger gets the jump on you, your best move is to Soul Freeze them (rather than tree) and go from there. You have a fighting chance if they don't dispel it.
- Robe Choice: Flame. Cold will break any trees/sleeps you place on them most of the time, switch quickly if fighting a ranger. Earth's regen is not needed as the fight will not last long.
- Difficulty: High. Pretty much depends on who gets the jump.
As with all PvP combat, difficulty relies entirely on the skill of the opposing player, the gear of the opposing player, the level difference and the setting. Keep that in mind if you lose to a templar in a 5 meter by 5 meter arena or kick Spirit Master's arse who is 5 levels below you.
Dueling is the safest and most efficient way to get your skills and tactics up. Duel everyone you see and accept all requests, especially if they're a couple levels higher than you! Just don't take duels seriously: there's no honour at stake, nobody will think any less of you if you get creamed. Use the duel to learn. Try unproven tactics, make intentionally stupid moves to see if you can recover, and above all don't whine or give any excuse if you lose, even if it's valid. It just makes you look like a tit.
Spell Tips
The ubiquitous section
Boon of Iron-Clad
This ability, when used, will overwrite your Stoneskin buff. As stoneskin prevents everything that Ironclad does, never use it while Stoneskin is up!
Lumiel's Wisdom
I feel confident enough now to call this an essential sorcerer ability. Never abandon this Stigma, ever, or you will run Out Of Mana!
Boon of Clairvoyance
At level 34, Assassins get advanced hide. Clairvoyance will no longer see stealthed assassins past that level. Rangers are still uncovered, though.
Aether Flame
I previously had this hotkeyed and could get four during one Aether Hold, sometimes five. Since moving my abilities around on my bars, I need to click it now... and appear to be getting five reliably every time I use it. I have no +attack speed or +spell speed gear as of yet. Anecdotal or pro tip? You decide!
Soul Absorption
As this abilities damage directly affects how much mana you gain, consider using Zikel's Wisdom (if you have it) whenever using it for maximum mana gain.
Lightburst/Shadowburst
I've used this twice in PvP so far. The first time against a chanter which one-shot him, doing 4000 damage. The second time against another chanter which also one-shot him, doing 4500 damage. Both chanters were within my level range. My 5k health cleric buddy in my guild was also one shotted yesterday. If you have Zikel's Wisdom, you can add another +25% onto that damage. It's official chaps: we can one shot people.
Soul Freeze (aka Silence)
I mention this spell in this issue but you may be wondering what it is. Well, here you have it: a 30 second cooldown, 8 second silence, 1 second cast ability that inflicts a good amount of damage. If that sounds overpowered... well, it is. That said I'm damn glad I have it as it definitely makes certain class match ups a lot more bareable. In PvP it should essentially be cast whenever it's off cooldown as silence kills a LOT of abilities for all classes (and it's technically the highest dps non-DP spell we have, excluding Inferno). Silence can be removed with a dispel potion of the appropriate level.
Flaming Meteor
If this looks good, I'll forgive you. In practice, it rarely stuns. It's also awkward to cast... you need to select the ability then wait about a second before clicking the target area, otherwise it will make your character start running off into the distance :|. Its AOE damage is also lackluster: in PvE it does about 1000 damage to everything in range... with a recast of 5 minutes. I have yet to make this spell work for me.
Frost/Frostbite
This upcoming spell (for me) is almost insulting for other classes. Yup, we get another snare... and what a snare! You can think of it as Root, but instead of the target being unable to move until you damage it, it gets slowed for a full twelve seconds and takes a nasty spike of damage. The cons? Apparently, you can only get it from instances, not city vendors.
Next issue of Sorcery: Sorcerer, Spirit Master, Cleric and Chanter PvP tips!
Wednesday, October 14, 2009
Tuesday, October 13, 2009
Sorcerer vs. the Upper Abyss
My third PvP vid ^^. Click through for the highest quality version on YT.
Most of it is made up of solo encounters but the latter half also includes Baddingo, a chanter from my guild, whom I ran into while PvPing. I made sure not to make this one so compressed/sped up compared to the last one.
Also: holy crap, my first vid has almost fifteen thousand views ;x
Most of it is made up of solo encounters but the latter half also includes Baddingo, a chanter from my guild, whom I ran into while PvPing. I made sure not to make this one so compressed/sped up compared to the last one.
Also: holy crap, my first vid has almost fifteen thousand views ;x
Sunday, October 11, 2009
World Boss: Raging Kraterr
EchoComplex, CaliberXIII and Rise of the Fallen of Nezekan contributed six high level group members each and took on a Legendary difficulty world boss: Raging Kraterr. I was around to take footage and complain about being OOM. He casts nasty AOE, which increases in frequency the more damage he takes. Eventually he brains up and moves into the ranged group to cast it, too. Messy :X
He has a chance to drop fabled quality items but none this time i'm afraid. I walked away with a shiny new earring. Others walked away with recoverable XP ;)
He has a chance to drop fabled quality items but none this time i'm afraid. I walked away with a shiny new earring. Others walked away with recoverable XP ;)
Saturday, October 10, 2009
It's Mau Time - What to stack?
In my previous post, I said I would talk about the Jumpshot controversy... but I've found some enlightening information tonight that I'd like to share.
Over at Weekly Ranger (which regrettably seems to have stopped updating), there's a great article about the Crit soft cap as well as what Manastones to use. I've done some searching about exactly what stats to look for as a Ranger, and unfortunately have come up short until now.
From what I understand, Crit and Attack is the way to go. Rangers have a base high Accuracy stat already, and throw in the accuracy buff we have, we really don't need to waste any more sockets on the stat. Coming from WoW where reaching the hit cap in end game is crucial may have ruined my perceptions of what stats are important, but at least now I know better.
The general consensus among the Ranger community (based on info that I've found) is that 440 is the "soft cap" for Crit. After 440, you'd need 20 Crit for 1%.
Basically it means that you should be socketing crit until you reach 440. The amount of crit needed to yield 1% crit after reaching the soft cap makes socketing additional crit stones a waste.You'll also not want to say no to the occasional HP manastone, and Evasion can come in handy too, but generally you're better off going for offensive stats.
patch 1.5.0.9
Grab it here.
Instructions:
Instructions:
- Save the .ncpatch to the Aion main directory.
- Launch NCSoft Launcher.
- If the patch does not apply automatically, restart your pc.
Friday, October 9, 2009
Tuesday, October 6, 2009
Sorcery V
After posting information about stats and spells, I think it's high time that I get into rotations. I'll also correct some of my information in previous Sorcery installments. Screw editing old posts; I'll keep this column stream-of-consciousness. I've broken off from leveling with Tora and Lewin for the most part and find myself soloing both PvE and PvP to a greater extent... which is fantastic for my XP and sorcerer learnings, if not my ability to survive running into a rifting group xD. This guide will assume you are level 34. You're likely not, so subtract abilities you don't have... it should not affect the rotation any.
Solo PvE
By now you've probably figured out a good solo rotation so I won't go into this much. If you're taking around 25-30 seconds per monster then it's worthwhile to not hold back. First use Lumiel's Wisdom or Zikel's Wisdom if you have either of them.
DB -> IC -> FS -> Fusion -> Cage -> (Wind Harpwn) -> Harpwn -> FB -> Blaze
Certainly makes a difference from WoW, doesn't it? That's a complete chain of unique spells. By this point it should be dead, whatever it is. If not, either whip your book/orb out or harpwn/fb until it is, depending on its remaining health. If you've stacked HP exclusively or don't have wind cut down then you may need to insert more harpwn. Blink if you need to and don't be afraid to use root, it's only a minute cooldown, you'll be fine ^^. While casting instant spells such as Blaze and Cage you can run away from the mob (don't backpedal).
Of course, not all monsters last that long. Monsters in the abyss for example tend to be somewhat frail. For this we need a pair of rotations... to rotate between.
DB -> IC -> Fusion -> (Wind Harpwn) -> Harpwn -> FB -> Blaze -> FB
IC -> FS -> Fusion -> (Wind Harpwn) -> Harpwn -> FB -> Fusion -> FB
Yo dawg, i heard u leik rotations... Er. The reason for a pair of rotations is to save your cooldowns. You will otherwise kill one monster excessively fast and then have to muck around killing the next in line for hot fiery death. Cage is generally not worth bothering with against monsters that die quickly as if it doesn't get its final few ticks in, it's inefficient damage-per-mana wise. The rotation of DB and FS means that you'll always open with an acceptable piece of burst.
Of course, every two minutes you can always just cast the following gamebreaker...
DB -> IC -> FS -> Fusion -> Inferno -> (anything)
... but you didn't need me to give you an excuse to use Inferno :)
Group PvE
I refer here, of course, to proper groups: tank, healer, instance/elites, etc. Our role here changes to a cross between damage mitigation (via Crowd Control) and damage dealer. Your damage rotation changes in that you won't always have things off cooldown when your tank pulls the next monster and some spells just aren't as worthy of your attention: in fact, rotation is swept aside in preference to a priority system. The standard priorities, in order:
- Cage
- (Wind Harpwn)
- Fusion
- Blaze (yes, blaze -- but only if you're finding yourself getting resists)
- Harpwn
- FB
But perhaps our greatest group role is CC: Crowd Control. This usually needs to be designated by your tank first. Treeing or sleeping a monster that's in melee range of everyone is likely to be broken by Gladiator AOE or even by the tank himself (it's hard to see if some monsters are slept, such as the gargoyles in Fire Temple). Simple old Root can be used on monsters that don't have ranged attacks. If tree is resisted you can use sleep. You can use both root, tree and sleep to indefinitely disable two mobs, or temporarily disable three. I've noticed in Aion that you really need to announce that you're doing CC before you CC, or have marks up before you CC, or it's likely to be broken.
Solo PvP
This topic deserves an entire section on its own (hmm, good idea!) but there are some openers and conditionals that usually ring true no matter the situation. If they haven't seen you, open with Delayed Blast. If they're likely to run, cast IC. If you're unlikely to need to CC them after opening on them, use Cage.
If they've seen you, cast tree. From there you have lots of options:
- Delayed Blast + Inferno, or if you need to move, get your distance + Inferno, making sure the tree will run out before Inferno goes off. DB will break the tree for you if you don't need to move.
- If they're likely to run, DB + IC + FS + Inferno is a decent opener. They'll have a moment of time though between IC and FS, so make sure you're not fighting something that can mess you up during that time (such as a ranger) and are close enough that they don't get out of range.
- If you need to move, you can either settle with opening with IC or Sleep them, giving you an additional chance to wind up an opener. Note that having both CC's on cooldowns is risky though!
- Sometimes it's best to open with Sleep so that you have CC in a snap, in the form of tree. Particularly useful against melee classes or shield classes.
- If it's a mage with a shield up then here's a nice rotation I've found: Open with sleep if possible, nuke them with a damage spell or two (inferno works), time a tree to go off before sleep wears off and then continue with your real opener. This takes a nice chunk out of their shield before the fight's started. I should note however that I don't know for sure whether or not Tree/Sleep's elemental defenses also apply to the shield. If they do then this rotation isn't quite as awesome as I've made it sound :(
Group PvP
Again, CC comes into play here, but not just disabling CC this time: Ice Chain becomes very handy to allow your melee classes to close the distance or prevent runners. Root becomes somewhat less reliable due to its tendancy to be removed by clerics or dispel potions. On that note, if there's a cleric in the opposing party's group, either focus him or CC him: he'll just dispel his team mates. Call out spirit masters and sorcerers and tree them if they have their shield up: your damage dealers will carve through his shield like butter without breaking the tree until it is down. If there's a ranger you want to CC, make sure they're not attacking you or you're not using Robe of Cold as his delayed shots + RoC's proc will break any CC you put on him.
Also, calling Aether's Hold on a healer is a must: unless there's another cleric or they have lots of CC, he's likely fucked :)
And finally, some more spell notes!
Zikel's Wisdom
I'm a complete idiot, of course this is available for both factions xD. It's also a worthy replacement for Lumiel's Wisdom as the additional damage means you don't need to spend as much mana on spells to kill your target. It gives you a flat +25% damage for its duration and appears to still be awesome if it takes your MB past 1200.
Curse of Weakness
I still haven't tried this stigma yet, but I've found out higher ranks raise the percentage of damage taken per spell cast. The level 40 version (rank 2) takes a whopping 10% of your target's health off per spellcast! I am so getting that.
Robe of Cold
This spell will break any CC you've placed on your attacker, if they are able to get some shots off before you cast the CC. This mostly means rangers but it can also mean casters and glads/assassins with their bows out. Switch to another robe if you're fighting them and need CC.
Wind Cut Down
It's as sexy as it looks: Flame Harpoon with an additional 600 damage as a dot component (at 31 with average MB). GET IT.
Tranquilising Cloud
Last issue I said it had a massive range. I misread. It's only a 5 meter radius on your target. Sorry ;)! It also doesn't raise any elemental defenses. So if you have 3000+dp consider using it to wind up an extremely nasty burst of damage on whomever you're fighting. I also have yet to test this but I suspect it lasts the full duration even in PvP.
Fire Burst
This stigma turned out to be really underwhelming. The 500 AOE damage it does in PvP at level 34 is not worth bothering with and the 1k every 14 seconds in PvE isn't used as much as you'd think. It's not a completely arse spell, it's just not worth a stigma slot in my opinion. Lumiel's or Zikel's are more preferable.
Flame Fusion
As mentioned, this has a real psychological impact in PvP, possibly even more so than Inferno: it's an extreme visual indicator that you're taking damage from a high damage, bursty class. Use it sparingly if against someone likely to run. Also, resistances can go negative in Aion -- this spell will make your target take more damage even if their resistance is at zero.
!! Holy Shit Bonus Section !!
Level 37's incoming and I'd like to give my first impressions after mulling the new abilities over.
Magic Fist
This spell completes Aether's Hold for Sorcerers... literally. Thought Aether's Hold + Four Pew Pew lasers were cool? Make the fourth pew pew laser do 3x the damage >:). This effectively gives us the equivalent of six pew pew lasers per Aether's Hold but more than that, it raises our burst we can do during that four seconds, which while previously unhindered due to the immobility of AH, was... let's face it... somewhat average in the DPS/burst department. I can't wait for +20% attack speed gear. Heh... we get to fist people (snicker)
Vaizel's Wisdom
If this doesn't look big, shame on you. As far as I know it doesn't reduce animations, only spell cast time, so it's not a blanket -25% spell casting time ability... but it'll make your inferno 4 seconds instead of 3, Ice Chain and Flame Harpwn 1.5 seconds instead of 2, etcetera. You can see the appeal of this in a PvP setting and I definitely want to acquire this stigma.
Soul Absorption
It looks like a flame harpoon on a 5 minute cooldown, yes, but it should instead just be looked at as... Life Tap. Yes, Life Tap from WoW. It takes 10% of your health and gives you 500+ mana in return. It's simply a mana management spell. The damage is just icing.
Hooray at more abilities to place on my burgeoning bars....
Next issue of Sorcery: Sorcerer PvP tips!
Monday, October 5, 2009
[art] custom avatars!
I'm offering drawn 100x100 avatars for $3. You'll get the avatar itself, and the picture in its original resolution.
Payment by Paypal only, please email me if you're interested!
AionSource thread
The Morheim Massacre
I'd been delaying getting to this as I had a ridiculous amount of footage and dreaded having to compress it into 10 minutes of action. But I did and here it is: our spy adventure into Morheim. Fun and questing was to be had, though not on the part of the poor asmodians. By the end of it my kill counter said 179 kills that day, but I know it clocked over at some point during our session so it's more. But an official figure of 179 is fine by me ^^. At one point we did an excellent job of re-enacting the zombie walk scene from Shaun of the Dead, with asmos instead of zombies.
It's also worth watching to see how sorcerer group PvP tends to go, sans healer. And how sorcerer CC is broken by laggy group members <.<
The spy quests we completed were:
It's also worth watching to see how sorcerer group PvP tends to go, sans healer. And how sorcerer CC is broken by laggy group members <.<
The spy quests we completed were:
- Celestine's Antidote
- A Gift of Love - ARGGH
- Message to a Spy
- That Old Elyos Spirit
- Respect for Deltras - honouring our favourite genocidal general ^^
Sunday, October 4, 2009
It's Mau Time - Ranger self buffs and when to use them
One of the things Rangers are known for are their powerful self-buffs. Three of them have very good PvE uses, and the others are either situational or good in PvP.
Dodging increases your evasion for 200. The first self buff you get at level 13, and great for when a mob is wailing at your face in melee, though its usage is severely diminished once you get the next two.
Aiming increases your accuracy by 200. Great for when you're fighting higher level mobs who have a higher chance of dodging, parrying or blocking (especially in instances) or when fighting Gladiators, Templars, Assassins and other Rangers. For example, in Fire Temple fighting the level 37 elite boss, keep this up throughout the whole fight and your shots will be dodged a lot less.
Strong Shots, the last and best self buff, increases physical attack of your bow by 5%. Keep this up as often as possible!
These three buffs each last for 1 minute, and have a shared cooldown. You can also have all three up at the same time, so having Aiming and Strong Shots while fighting a boss is a really good idea. Unfortunately, there is only one rank of these buffs, despite the misleading tooltip... maybe in an expansion?
Focused Evasion is something you get as a Scout, and has only one rank. It's great for avoiding an unavoidable attack (eg. Kraka's huge AoE), but I mostly save it for when Templars use Inescapable Judgment on me. Knowing when to pop this to avoid an attack requires a bit of good timing, so with a bit of practice you'll get it.
Tactical Retreat lets you run really fast when you get hit. Something I imagine will be really good for kiting in a pinch, but I love it because it lets me run away from melee classes to get range on them. It has kind of a long cooldown (2 minutes) so try and save it for when you're swamped and need to get away.
Next up on It's Mau Time: The Jumpshot Controversy
Saturday, October 3, 2009
Shining Slash: On Fire
Not really a Tanking guide, but like all dungeons, basic knowledge of the dungeon will help everyone out.
Once Nochsana becomes unavailable at 29, you might be feeling the lack of dungeon running fun. Look no further, because the elusive Fire Temple is available within a level, and will tide you over for a good 8 levels (at the outside).
At level 30, you can enter the Fire Temple. No quests mention it until 32, so you'll need initiative or friends in the know to even find out about it in the first place. From the little I can gather on the Asmodian entry quests, there's a fairly obvious entry chain that leads you around a bit and requires a group. There's a guide on that quest chain here. For the Elyos, it's even less obvious and almost feels like an afterthought. At level 32 there's one quest, starting from Hannet, that gets you to run around Elysea tracking down her lost love. After traveling to the Verteron Observatory, and talking to a few people in towns in the Eltnen desert, you travel back to Hannet, who sends you to the never before mentioned Fire Temple. Following a few blue links in your quest journal will tell you that the Fire Temple's entrance is beneath Kyola Temple, a high difficulty mob area a short run south of the Golden Bough Garrison.
Kyola is under the ground, with a single staircase heading down to a central chamber that branches into three rooms all filled with mobs that most people won't be able to solo effectively until 32+. A bit of exploration will reveal a door in the right hand room, at the far end. You might get lucky, but odds are you'll have a party and be at the door before it becomes apparent that you can't actually get in without being attuned. But all is well, for attunement is within your grasp! Fire Temple Keys drop from all of the mobs underground in the Kyola Temple, with a very low drop rate. Each drop can only be looted by one person, so you need one each. Expect to kill 30-50 mobs before seeing one. That said, spend an hour in there with a full group and you'll likely get one key for each party member. At night time, the Raging Obscuras outside around the entrance drop keys too, at what appears to be a higher drop rate.
Once you have your key, use it in your inventory to receive a quest, that leads you back outside the Kyola Temple to the cluster of NPCs just outside. Hand it in, and wham bam you're attuned to Fire Temple. With this quest completed, you can dart back inside to the Fire Temple door in the right hand room, use it, and zone into the dungeon!
Fire Temple is different from Nochsana in a few ways. Instead of having set bosses, only two bosses show up every run, and several bosses spawn randomly throughout the dungeon. Which bosses show up is determined when the first person in your party zones into the dungeon. Secondly, it's possible to skip a large number of the pulls in the Fire Temple. It's entirely possible to sneak through at higher (much higher) levels only fighting one or two mobs on your way to the final boss. Additionally, the last boss has a 100% chance to drop at least one green item, which is at least an improvement over the Nochsana General's disappointingly small chance to drop anything at all.
Finally, the dungeon's lockout timer is 30 minutes, instead of 18 hours. Kill the boss, walk back out, disband your group, reform it, walk back in and everything will be reset. Kill the boss again, repeat. Thus, you can actually farm the Fire Temple for xp, if you get a dedicated group.
Inside the dungeon, you get a quick warm up in the form of two fire elementals, one large and hard hitting, one small and not so strong, with a third patrolling back and forth down the corridor they're blocking. A bad pull will see you fighting all three, while it's possible to take down each one on their own without any real difficulty. As I've mentioned in the past, the Tank should always initiate each pull. The mobs in the Fire Temple hit particularly hard, and with the amount of healing going on, your Healer will build a lot of Enmity, which can be hard to deal with if your Tank hasn't got the bonus Enmity from being the person to pull. CC is worth it in here too, making pulls smaller for a time, easing the load on both the Healer and the Tank, and generally providing practice at not breaking the CC for your party. Hit a mob that's been turned into a tree or is asleep, and it'll hop up and start hitting people again, so be careful.
The first room looks intimidating at first. It's possible to run through without pulling anything, but that requires some luck and good timing for each member of your party, which you can't guarantee, so pull the two elementals just to the left, then the patrol in the middle. That clears the path to the end of the room, which is being guarded by two large elementals and a patrol. If you're unlucky, then one of the two guaranteed bosses in the dungeon, Silver Blade Rotan, will be patrolling rapidly up the corridor as well. Try to get him alone, since he hits hard and takes a while to kill. It's possible for Rotan to be here, but there are two other paths he can take, which are determined when the dungeon is loaded.
You can hug the wall around corners, pull mobs back to you to avoid fighting them with patrols, and generally be sneaky down the passage in front of you. There's an opening in the wall to the left, which can be used to skip some parts of the dungeon, but there's the ever present chance that if you attempt to cross the floating rocks that lead that way, you'll fall into the lava, which forces you to travel left down the lava path until you reach the way up or die horribly. At the first fork, the left path leads to the rest of the dungeon, while going forward and then right takes you to two dead ends filled with rock elementals, with a Shugo who to my Elyos eyes looks like he might be an Asmodian quest NPC, and two rare-spawn elemental bosses. Scour your minimap if you go down that way, and look for the mob with the unique name. Good luck. It's entirely possible that Silver Blade Rotan will instead be here, moving about rapidly, so keep an eye out.
To the left, a few gargoyle pulls and a couple of mugolems lead you to a large room with paths leading to (to the left) a room crowded with mobs that you should proceed carefully through, skipping as little as possible (since at low health the mobs try to run away and call their friends to help), (in front of you) a room where you'll find Denlavis, Hannet's missing immortal love and a variety of nasty pulls (avoid pulling the mugolem in the center, as it'll pull two out of sight gargoyles with it, as well as the two patrols left and right), and (to the right) the main path.
After that travesty of a paragraph, you have to clear your way to the right, or whichever direction you choose. As the two mugolems in the middle of the room make sneaking around without pulling rather difficult, clear out the gargoyle just around the right corner, then rush into the middle, CCing one of the mugolems or the patrolling gargoyle as necessary, and nuke them down. Silver Blade Rotan can be pathing through the room as well, so be sure to rush in at a point where you're going to have some free time before Rotan shows back up. Clear down the right hand path, being careful to pull mugolems back to your group (Inescapable Judgment is the only way, since they're immobile) when possible, and watching patrols. Again there's a room to the right, which houses a rare-spawn gargoyle boss, but the main boss is to the left, in a final large hall filled with caryatids and patrolling gargoyles. Kill as many as you have to in order to clear to and wipe out one of the sides of the room, then when there's no patrol near her, aggro the boss and run her back to a safe corner. Incoming fun.
Kromede the Corrupt is a level 37 Ranger boss (which means that if you go in at 30, she'll be resisting your abilities a lot), who does comparable damage to her main target as well as high AoE damage to your melee on a regular basis. Her Area Cause Wound (loving the Engrish) is a fairly straight up cast time point-blank AoE. It hits everyone around her for pretty high damage, but is easily healable. Kromede also, however, drops traps. They can be destroyed by group members who are quick (Gladiator AoE works great), but if they go off they do particularly high damage to everyone in range, which pretty much again amounts to your melee players. Finally, at low health she'll cast another ability (forgive me, but the name escapes me) which has a cast time, and hits for quite literally massive damage. From what I can tell, she targets the closest person who doesn't have aggro (the aforementioned Gladiator, probably!) and hits them for about 2.5k damage, maybe a bit more. If followed up by a trap, or an Area Cause Wound before a heal can get off, then it's a guaranteed death for at least one person. This is the most important time in the fight to be taking out traps. I think she can cast it again, so be quick at this point. She'll die soon, and you'll get loot (it's polite to resurrect anyone who's died before looting!), which in my experience is limited to a couple of green helms and a blue crafting item that can be used to make a handful of items (I'll update this post with links once I remember what it's called :P). There is, however, a slim chance that gold quality weapons will drop, which is fantastic. At level 30 it's easy enough to clear to her and win inside an hour, which then allows you to head back out and reset the dungeon, and clear to her again. Good xp and a chance at golds. Good luck!
Apologies for the serious lack of updates. In the mean time, enjoy this video of the boss fight, courtesy of Zot:
Do you like his videos? I like his videos. I wonder if he'll do voice commentary at some point? Who can tell.
Once Nochsana becomes unavailable at 29, you might be feeling the lack of dungeon running fun. Look no further, because the elusive Fire Temple is available within a level, and will tide you over for a good 8 levels (at the outside).
At level 30, you can enter the Fire Temple. No quests mention it until 32, so you'll need initiative or friends in the know to even find out about it in the first place. From the little I can gather on the Asmodian entry quests, there's a fairly obvious entry chain that leads you around a bit and requires a group. There's a guide on that quest chain here. For the Elyos, it's even less obvious and almost feels like an afterthought. At level 32 there's one quest, starting from Hannet, that gets you to run around Elysea tracking down her lost love. After traveling to the Verteron Observatory, and talking to a few people in towns in the Eltnen desert, you travel back to Hannet, who sends you to the never before mentioned Fire Temple. Following a few blue links in your quest journal will tell you that the Fire Temple's entrance is beneath Kyola Temple, a high difficulty mob area a short run south of the Golden Bough Garrison.
Kyola is under the ground, with a single staircase heading down to a central chamber that branches into three rooms all filled with mobs that most people won't be able to solo effectively until 32+. A bit of exploration will reveal a door in the right hand room, at the far end. You might get lucky, but odds are you'll have a party and be at the door before it becomes apparent that you can't actually get in without being attuned. But all is well, for attunement is within your grasp! Fire Temple Keys drop from all of the mobs underground in the Kyola Temple, with a very low drop rate. Each drop can only be looted by one person, so you need one each. Expect to kill 30-50 mobs before seeing one. That said, spend an hour in there with a full group and you'll likely get one key for each party member. At night time, the Raging Obscuras outside around the entrance drop keys too, at what appears to be a higher drop rate.
Once you have your key, use it in your inventory to receive a quest, that leads you back outside the Kyola Temple to the cluster of NPCs just outside. Hand it in, and wham bam you're attuned to Fire Temple. With this quest completed, you can dart back inside to the Fire Temple door in the right hand room, use it, and zone into the dungeon!
Fire Temple is different from Nochsana in a few ways. Instead of having set bosses, only two bosses show up every run, and several bosses spawn randomly throughout the dungeon. Which bosses show up is determined when the first person in your party zones into the dungeon. Secondly, it's possible to skip a large number of the pulls in the Fire Temple. It's entirely possible to sneak through at higher (much higher) levels only fighting one or two mobs on your way to the final boss. Additionally, the last boss has a 100% chance to drop at least one green item, which is at least an improvement over the Nochsana General's disappointingly small chance to drop anything at all.
Finally, the dungeon's lockout timer is 30 minutes, instead of 18 hours. Kill the boss, walk back out, disband your group, reform it, walk back in and everything will be reset. Kill the boss again, repeat. Thus, you can actually farm the Fire Temple for xp, if you get a dedicated group.
Inside the dungeon, you get a quick warm up in the form of two fire elementals, one large and hard hitting, one small and not so strong, with a third patrolling back and forth down the corridor they're blocking. A bad pull will see you fighting all three, while it's possible to take down each one on their own without any real difficulty. As I've mentioned in the past, the Tank should always initiate each pull. The mobs in the Fire Temple hit particularly hard, and with the amount of healing going on, your Healer will build a lot of Enmity, which can be hard to deal with if your Tank hasn't got the bonus Enmity from being the person to pull. CC is worth it in here too, making pulls smaller for a time, easing the load on both the Healer and the Tank, and generally providing practice at not breaking the CC for your party. Hit a mob that's been turned into a tree or is asleep, and it'll hop up and start hitting people again, so be careful.
The first room looks intimidating at first. It's possible to run through without pulling anything, but that requires some luck and good timing for each member of your party, which you can't guarantee, so pull the two elementals just to the left, then the patrol in the middle. That clears the path to the end of the room, which is being guarded by two large elementals and a patrol. If you're unlucky, then one of the two guaranteed bosses in the dungeon, Silver Blade Rotan, will be patrolling rapidly up the corridor as well. Try to get him alone, since he hits hard and takes a while to kill. It's possible for Rotan to be here, but there are two other paths he can take, which are determined when the dungeon is loaded.
You can hug the wall around corners, pull mobs back to you to avoid fighting them with patrols, and generally be sneaky down the passage in front of you. There's an opening in the wall to the left, which can be used to skip some parts of the dungeon, but there's the ever present chance that if you attempt to cross the floating rocks that lead that way, you'll fall into the lava, which forces you to travel left down the lava path until you reach the way up or die horribly. At the first fork, the left path leads to the rest of the dungeon, while going forward and then right takes you to two dead ends filled with rock elementals, with a Shugo who to my Elyos eyes looks like he might be an Asmodian quest NPC, and two rare-spawn elemental bosses. Scour your minimap if you go down that way, and look for the mob with the unique name. Good luck. It's entirely possible that Silver Blade Rotan will instead be here, moving about rapidly, so keep an eye out.
To the left, a few gargoyle pulls and a couple of mugolems lead you to a large room with paths leading to (to the left) a room crowded with mobs that you should proceed carefully through, skipping as little as possible (since at low health the mobs try to run away and call their friends to help), (in front of you) a room where you'll find Denlavis, Hannet's missing immortal love and a variety of nasty pulls (avoid pulling the mugolem in the center, as it'll pull two out of sight gargoyles with it, as well as the two patrols left and right), and (to the right) the main path.
After that travesty of a paragraph, you have to clear your way to the right, or whichever direction you choose. As the two mugolems in the middle of the room make sneaking around without pulling rather difficult, clear out the gargoyle just around the right corner, then rush into the middle, CCing one of the mugolems or the patrolling gargoyle as necessary, and nuke them down. Silver Blade Rotan can be pathing through the room as well, so be sure to rush in at a point where you're going to have some free time before Rotan shows back up. Clear down the right hand path, being careful to pull mugolems back to your group (Inescapable Judgment is the only way, since they're immobile) when possible, and watching patrols. Again there's a room to the right, which houses a rare-spawn gargoyle boss, but the main boss is to the left, in a final large hall filled with caryatids and patrolling gargoyles. Kill as many as you have to in order to clear to and wipe out one of the sides of the room, then when there's no patrol near her, aggro the boss and run her back to a safe corner. Incoming fun.
Kromede the Corrupt is a level 37 Ranger boss (which means that if you go in at 30, she'll be resisting your abilities a lot), who does comparable damage to her main target as well as high AoE damage to your melee on a regular basis. Her Area Cause Wound (loving the Engrish) is a fairly straight up cast time point-blank AoE. It hits everyone around her for pretty high damage, but is easily healable. Kromede also, however, drops traps. They can be destroyed by group members who are quick (Gladiator AoE works great), but if they go off they do particularly high damage to everyone in range, which pretty much again amounts to your melee players. Finally, at low health she'll cast another ability (forgive me, but the name escapes me) which has a cast time, and hits for quite literally massive damage. From what I can tell, she targets the closest person who doesn't have aggro (the aforementioned Gladiator, probably!) and hits them for about 2.5k damage, maybe a bit more. If followed up by a trap, or an Area Cause Wound before a heal can get off, then it's a guaranteed death for at least one person. This is the most important time in the fight to be taking out traps. I think she can cast it again, so be quick at this point. She'll die soon, and you'll get loot (it's polite to resurrect anyone who's died before looting!), which in my experience is limited to a couple of green helms and a blue crafting item that can be used to make a handful of items (I'll update this post with links once I remember what it's called :P). There is, however, a slim chance that gold quality weapons will drop, which is fantastic. At level 30 it's easy enough to clear to her and win inside an hour, which then allows you to head back out and reset the dungeon, and clear to her again. Good xp and a chance at golds. Good luck!
Apologies for the serious lack of updates. In the mean time, enjoy this video of the boss fight, courtesy of Zot:
Do you like his videos? I like his videos. I wonder if he'll do voice commentary at some point? Who can tell.
Friday, October 2, 2009
this is the true definition of epic
I don't have much to say other than it was truly epic and awesome. Of course, with such a huge mass of players on both sides coming together in the same place, people were disconnecting and crashing left, right, and center. I myself suffered a drastic framerate drop, and was lucky enough to only crash once. Ironic, considering my pc crashes at least 4 times a day when I'm playing Aion. You peons can now feel my pain, hahaha!
A huge shoutout to players on both sides who were present at the raid, thank you for an awesome experience. Can't wait to go back out there at 50.
Labels:
fortress raid,
nezekan,
pvp,
rise of the fallen,
screenshot,
zerg
Thursday, October 1, 2009
Moar Saucy PvP
A bigger and more action packed compilation of recent rifting experiences. Unfortunately I couldn't get it to be one big flowing session as with the first vid due to youtube's 10 minute limit xD. Once again I leave commentary throughout. I also saved the best footage for last. Click through for a larger version.
Upcoming: a Morheim invasion with just the three of us. ^^
Upcoming: a Morheim invasion with just the three of us. ^^
Rifts and You
If you're confused about rifts and want to know what the deal is with them, look no further. I'm here to help. Rifts periodically open between Asmodae and Elysea. There doesn't appear to be any set time between the opening of a rift (though I've heard 2 hours) and sometimes, it doesn't even open both ways. In any case, the opening of a rift will broadcast a message to everybody in the zone and everybody who enters the zone for as long as the rift stays open. You can also look up into the sky and see a blue swirling vortex indicating a rift is open somewhere in the zone.
The first zone you'll encounter Rifts in is Eltnen (Elyos) or Morheim (Asmodians). There can only be one rift up in a zone of each type (exit and entry) and they spawn at one of several designated locations. The other two zones that can have rifts between them are Heiron (Elyos) and Beluslan (Asmodians).
One of the easiest way to see rift locations on your map is to copy and paste the following into your in-game memopad. Then you can simply click the links and they will show on the map.
It's beneficial to have both Elyos and Asmodian sets on your map, so you can see where your enemies are flooding in from. Note that rifts are one way for both races. You can't go back through a rift you came in from and you can't enter an attacker's rift.
Rifts last for up to 26 minutes before they disperse. They also have level requirements; generally, the further the rift is from the fortress, the higher the level requirements. It also works in the opposite way, though... the closer you are to the fortress, the lower your level has to be for you to enter. This is to help prevent mass ganking by high levels xD. Each rift has a set number of people that can enter before it disperses; generally the lower level the rift, the fewer people it lets in.
Finally, be prepared when you step inside! The place will be crawling with enemy players and they would love no more than to zerg your sorry arse. Keep moving and don't ever let yourself get pinned down in one location. Avoid the heavy questing areas (you'll learn to recognise them). If you have 40k to spare, purchase a Group Kisk before you enter and place it somewhere safe and out of the way on the other side, to give your group a respawn should things go awry. And if you kill too many low level players, you'll get cursed -- you will be displayed on the map to all enemy players. The curse shows in the top right of your screen when you have it.
Happy rifting!
This one was in a higher level section of Eltnen. We had our
work cut out for us reaching the lower level parts of Morheim <.>
work cut out for us reaching the lower level parts of Morheim <.>
The first zone you'll encounter Rifts in is Eltnen (Elyos) or Morheim (Asmodians). There can only be one rift up in a zone of each type (exit and entry) and they spawn at one of several designated locations. The other two zones that can have rifts between them are Heiron (Elyos) and Beluslan (Asmodians).
One of the easiest way to see rift locations on your map is to copy and paste the following into your in-game memopad. Then you can simply click the links and they will show on the map.
Elyos Eltnen->Morheim Rifts
Eltnen [pos:Entrance A <12>;210020000 183.269086357947 2829.47434292866 0.0 -1] Morheim [pos:Exit A;220020000 745.420675537359 1872.32548618219 0.0 -1]
Eltnen [pos:Entrance B <20>;210020000 824.070087609512 2023.46683354193 0.0 -1] Morheim [pos:Exit B;220020000 1364.66325486182 1334.96622313204 0.0 -1]
Eltnen [pos:Entrance C <35>;210020000 1655.10888610763 1858.26032540676 0.0 -1] Morheim [pos:Exit C;220020000 617.477993858751 209.070624360287 0.0 -1]
Eltnen [pos:Entrance D <35>;210020000 1024.32040050063 61.0137672090112 0.0 -1] Morheim [pos:Exit D;220020000 1820.13920163767 1309.37768679632 0.0 -1]
Eltnen [pos:Entrance E <45>;210020000 1459.8648310388 581.664580725907 0.0 -1] Morheim [pos:Exit E;220020000 1559.13613101331 2757.68884339816 0.0 -1]
Eltnen [pos:Entrance F <50>;210020000 2210.80350438048 2644.24280350438 0.0 -1] Morheim [pos:Exit F;220020000 2613.38382804504 2235.68270214944 0.0 -1]
Eltnen [pos:Entrance G <50>;210020000 2180.76595744681 541.614518147685 0.0 -1] Morheim [pos:Exit G;220020000 2930.68167860798 879.490276356192 0.0 -1]
Elyos Heiron->Beluslan Rifts
Heiron [pos:Entrance A <24>;210040000 2662.01160005043 434.266044634977 0.0 -1] Beluslan [pos:Exit A;220040000 126.507629704985 1061.38860630722 0.0 -1]
Heiron [pos:Entrance B <36>;210040000 1300.266548985 1437.9225822721 0.0 -1] Beluslan [pos:Exit B;220040000 1067.50457782299 313.677517802645 0.0 -1]
Heiron [pos:Entrance C <48>;210040000 1103.57004160888 656.180052956752 0.0 -1] Beluslan [pos:Exit C;220040000 1036.98575788403 2073.59613428281 0.0 -1]
Heiron [pos:Entrance D <48>;210040000 649.655024587063 1821.22859664607 0.0 -1] Beluslan [pos:Exit D;220040000 2125.49033570702 456.098677517803 0.0 -1]
Heiron [pos:Entrance E <60>;210040000 725.307527424032 2512.18812255705 0.0 -1] Beluslan [pos:Exit E;220040000 2863.02848423194 542.568667344863 0.0 -1]
Heiron [pos:Entrance F <60>;210040000 503.393519102257 555.310049174127 0.0 -1] Beluslan [pos:Exit F;220040000 2725.69379450661 2343.17904374364 0.0 -1]
Heiron [pos:Entrance G <72>;210040000 2742.70760307654 2078.44710629177 0.0 -1] Beluslan [pos:Exit G;220040000 1744.00508646999 1900.65615462869 0.0 -1]
Asmodian Morheim->Eltnen Rifts
Morheim [pos:Entrance A <12>;220020000 450 2350 0.0 -1] Eltnen [pos:Exit A;210020000 718.938673341677 2779.41176470588 0.0 -1]
Morheim [pos:Entrance B <20>;220020000 750 920 0.0 -1] Eltnen [pos:Exit B;210020000 383.519399249061 1277.53441802253 0.0 -1]
Morheim [pos:Entrance C <35>;220020000 250 500 0.0 -1] Eltnen [pos:Exit C;210020000 1289.65206508135 2438.98623279099 0.0 -1]
Morheim [pos:Entrance D <35>;220020000 1650 1400 0.0 -1] Eltnen [pos:Exit D;210020000 93.1564455569462 246.245306633292 0.0 -1]
Morheim [pos:Entrance E <45>;220020000 1630.78403275333 1099.5516888434 0.0 -1] Eltnen [pos:Exit E;210020000 1329.70212765957 346.370463078848 0.0 -1]
Morheim [pos:Entrance F <50>;220020000 2400 2300 0.0 -1] Eltnen [pos:Exit F;210020000 2295.9098873592 2278.7859824781 0.0 -1]
Morheim [pos:Entrance G <50>;220020000 2450 600 0.0 -1] Eltnen [pos:Exit G;210020000 2586.27284105131 651.752190237797 0.0 -1]
Asmodian Beluslan->Heiron Rifts
Beluslan [pos:Entrance A <24>;220040000 233.323499491353 150.910478128179 0.0 -1] Heiron [pos:Exit A;210040000 2132.44408019165 434.266044634977 0.0 -1]
Beluslan [pos:Entrance B <36>;220040000 1301.48219735504 634.12512716175 0.0 -1] Heiron [pos:Exit B;210040000 1955.92157357206 1821.22859664607 0.0 -1]
Beluslan [pos:Entrance C <48>;220040000 767.402848423194 2226.19023397762 0.0 -1] Heiron [pos:Exit C;210040000 871.569032908839 903.311562224183 0.0 -1]
Beluslan [pos:Entrance D <48>;220040000 2069.53916581892 262.812817904374 0.0 -1] Heiron [pos:Exit D;210040000 861.482032530576 2194.44761064179 0.0 -1]
Beluslan [pos:Entrance E <60>;220040000 2842.68260427263 618.865717192269 0.0 -1] Heiron [pos:Exit E;210040000 291.566511158744 2658.44962804186 0.0 -1]
Beluslan [pos:Entrance F <60>;220040000 2812.16378433367 2561.89725330621 0.0 -1] Heiron [pos:Exit F;210040000 362.175513806582 514.962047661077 0.0 -1]
Beluslan [pos:Entrance G <72>;220040000 1596.49745676501 2053.2502543235 0.0 -1] Heiron [pos:Exit G;210040000 1905.48657168075 2577.75362501576 0.0 -1]
It's beneficial to have both Elyos and Asmodian sets on your map, so you can see where your enemies are flooding in from. Note that rifts are one way for both races. You can't go back through a rift you came in from and you can't enter an attacker's rift.
Rifts last for up to 26 minutes before they disperse. They also have level requirements; generally, the further the rift is from the fortress, the higher the level requirements. It also works in the opposite way, though... the closer you are to the fortress, the lower your level has to be for you to enter. This is to help prevent mass ganking by high levels xD. Each rift has a set number of people that can enter before it disperses; generally the lower level the rift, the fewer people it lets in.
Finally, be prepared when you step inside! The place will be crawling with enemy players and they would love no more than to zerg your sorry arse. Keep moving and don't ever let yourself get pinned down in one location. Avoid the heavy questing areas (you'll learn to recognise them). If you have 40k to spare, purchase a Group Kisk before you enter and place it somewhere safe and out of the way on the other side, to give your group a respawn should things go awry. And if you kill too many low level players, you'll get cursed -- you will be displayed on the map to all enemy players. The curse shows in the top right of your screen when you have it.
Happy rifting!
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