1. #1

    1.6 Preliminary Combat Changes - 10/19/11 IN-PROGRESS

    Source: http://forums.riftgame.com/public-te...ml#post3291512


    For the love of god people also please avoid the warrior sub forums on the Rift website. Those idiots in no way shape or form represent competent warriors in this game. Those people posting are the biggest embarrassment to this game. Across the board tank buffs to every single soul in threat and they qq that they can not spam one attack



    PLEASE NOTE: These changes are very much in flux and this is an early version we wanted to get out for feedback as soon as possible. We're aware that a number of builds are not balanced right now so please expect further tuning and changes.


    CLERIC

    JUSTICAR
    * Just Defense: Now absorbs 50% of the Cleric's maximum health. Removed ranks 2 and 3.
    * Resplendent Embrace: Now also increases the Cleric's maximum health by 20%.
    * Thorvin's Law: Now causes Precept of Refuge to reduce non-Physical damage by 9-18%.


    MAGE

    ARCHON
    * Purification: Ability will no longer be available to cast, and will be greyed out, if the Mage's target does not have a Curse debuff on them.
    * Illuminate - New Ability: Illuminates the weak points on a target, causing each attacker to deal additional Physical damage on 1 attack every 3 seconds for 20 seconds. Obtained after spending 14 points in Archon.

    CHLOROMANCER
    * Nature's Cleansing: Ability will no longer be available to cast, and will be greyed out, if the Mage's target does not have a Curse, Poison, or Disease debuff on them.
    * Living Shell: Fixed an issue where this would not return Mana if used while Entropic Veil was active.

    DOMINATOR
    * Deny: Ability will no longer be available to cast, and will be greyed out, if the Mage's target does not have a Curse, Poison, or Disease debuff on them.
    * Haunting Pain: Fixed an issue where the damage or duration in the debuff tooltip would display as 0.
    * Improved Charged Shield: Fixed an issue where this was not correctly affecting the damage of Charged Shield and Mass Charged Shield. Updated description to indicate that it affects Mass Charged Shield.
    * Fixed an issue where Traitorous Influence and Mass Betrayal would not drain Mana or Energy if cast while a Charge-draining ability, such as Internalize Charge, was active.
    * Fixed an issue where Ineptitude and Call of Spring were incorrectly affecting the ability and tooltip descriptions for Incompetence.
    * Thunder Blast: Will now trigger Quick Thinking when cast.

    ELEMENTALIST
    * Swarming Flames: Reduced cooldown to 2 minutes.
    * Velocity: Now has a 100% chance to debuff enemies hit by Crystalline Missiles.
    * Elemental Fury - New Passive Ability: Successful critical hits by the Mage's Elemental pet will increase the Mage's Spell Power by 15 for each point spent in Elementalist at 40 and above. This buff has a 15 second duration. Obtained after spending 40 points in Elementalist.
    * Planar Expansion: The damage bonus now affects Earth Elemental pets in addition to the currently affected Air and Water Elementals. Now increases Elemental pet damage by an additional 2% for each point spent in the Elementalist soul above 31.

    NECROMANCER
    * Mass Grave: Reduced cooldown to 2 minutes.
    * The Skeletal Knight's Bone Shatter ability will now force enemies it successfully taunts to attack the pet for 3 seconds, in addition to its previous effects.
    * Deadly Collusion - New Passive Ability: Successful Critical Hits by single target spells will increase your Undead pet's Attack Power and Spell Power by 30 for each stack of Deathly Calling on the affected target. Attack and Spell Power boost lasts for 15 seconds. Ability is gained after spending 40 points in Necromancer.
    * Epidemic - New Passive Ability: Successful Critical Hits by the Mage's Undead pet will reduce the casting time of the Mage's next Plague Bolt within 10 seconds to instant-cast. Obtained after spending 44 points in Necromancer.

    PYROMANCER
    * Due to the below changes, characters with Soul Points spent in Pyromancer will receive a free Soul respec.
    * Fire Storm: Now deals damage every 1 seconds, down from 2 seconds previously. Damage per tick has been reduced so that the total damage of the full channel has not changed. It will no longer deal damage immediately upon casting. Duration of the total channel has not been changed.
    * Glyphs of Power: Updated the buff tooltip to match the ability description, indicating that it only buffs the Mage's Fire damage.
    * Smoldering Power: Fixed an issue where this would not consume Charge if used while Internalize Charge was active.
    * Fiery Concentration: Now reduces the amount of pushback suffered while casting single-target spells by 33-100%.
    * Improved Smoldering Power: Combined into the base Smoldering Power ability, removed the Improved Smoldering Power ability.
    * Burning Bonds: Now instant-cast.
    * Improved Burning Bonds: Removed.
    * Unbreakable Bonds: Now requires points spent in Burning Bonds.
    * Backdraft: No longer has Fire Storm as a prerequisite to obtain.
    * Fire Shield: Now a single-point branch ability.
    * Improved Flame Jet: Now a two-point branch ability.
    * Heat Wave: No longer reduces the global cooldown.
    * Spark - New 5-point branch ability: Reduces the Mage's global cooldown by 0.1-0.5 seconds. Unlocked after spending 20 points in Pyromancer.
    * Ignition: Now reduces the casting time of non-Fire spells by 1-5%, in addition to its original effect.
    * Philosophy of Flame - New branch ability: Increases the Mage's maximum Charge by 5-10. Unlocked after spending 10 points in Pyromancer.
    * Burning Fury - New branch ability: Each time the Mage fails to critically hit a target with a single-target spell, they gain a 15 second stacking buff. This buff increases their Spell Critical Hit chance by 3% per stack. A successful critical hit on a target will consume all stacks. Unlocked after spending 5 points in Pyromancer.
    * Combust: Renamed to Improved Combustion.
    * Glyphs of Power: Now increases all spell damage instead of only Fire damage.
    * Improve Combustion: Now appears in the combat log as its own ability, no longer attributing the damage to Fireball and no longer deals damage based on how much damage Fireball does. Now increases the chance for Fireball to proc Combust again on the target by 10-30%.
    * The Combust damage-over-time effect now deals damage as soon as it is applied, and every second after. This is decreased from the previous 2-second interval.
    * Fireball: Now has a base 20% chance to proc a Combust damage-over-time effect on the target.
    * Countdown: Damage now increased by 5% for each stack of Combust on the target.
    * Improved Flame Bolt: The buff effect now increases all spell damage by 10% instead of just Fire.
    * Wildfire: Now gives Flame Bolt a 33-100% chance to proc Combust on the target, in addition to its previous effects.
    * Pyromancer's Armor: The chance for this ability to proc is now increased by 1% per point spent in Pyromancer above 40.
    * Withering Flames: Now deals Fire damage and applies a stack of Combust each second while channeling. Withering Flames damage is increased by 20% for each stack of Combust on the target.

    STORMCALLER
    * Due to the below changes, characters with Soul Points spent in Stormcaller will receive a free soul respec.
    * Hypothermia: Increased the duration of the Hypothermia debuff to 15 seconds. Duration of the Snare effect is unchanged.
    * Building Storm, Favorable Conditions: Abilities removed.
    * Storm Shard - New Ability: Tier 3 branch ability with 3 ranks. Gives your Air spells a 33-100% chance to make your next Icicle cast within 10 seconds an instant cast, and gives that Icicle a 100% chance to critically hit with increased critical hit damage bonus of 100%. Cannot occur more than once every 10 seconds.
    * Lightning Conductor: Now causes Electrocute, Thunderbolt, Raging Storm, and Forked Lightning to deal 10-30% more damage if the target is suffering from Hypothermia.
    * Watertouched Soulstone: Fixed an issue where this was not correctly working with AoE abilities.
    * Lightning Rod: Now reduces the pushback caused by damage attack by 50-100% while casting area effect spells.
    * Eye of the Storm: Damage increased.
    * Icicle: Damage increased.
    * Permafrost: Ability removed.
    * Severe Weather - New Ability: Increases damage done by area effect spells by 10-20%. Tier 5 branch ability unlocked after spending 20 points in Stormcaller.

    WARLOCK
    * Devouring Shadows: Now deals damage every second, down from 2 seconds previously. It will no longer deal damage immediately upon casting. The duration of the channel has not been changed, but the damage and charge generation per tick has been adjusted to maintain the same overall damage and charge from a full channel of the ability.
    * Neddra's Influence: Now increases both Death and Fire damage dealt by damage-over-time spells.
    * Improved Warlock Armor: Renamed to Improved Mage Armor. Now increases the Mage's damage by 2-10% when they have any Mage Armor buff active. Updated icon.
    * Void Decimation - New Passive Ability: Increases the Mage's Void Bolt damage by 1% for each of their Death damage-over-time spells affecting the target. This bonus increases by an additional 1% for each point spent in Warlock above 40. Obtained after spending 40 points in Warlock.


    ROGUE

    BARD
    * The requirement where players can only have 1 Fanfare per Bard has been removed - the Bard can now buff the entire group with all 3 Fanfares.
    * Coda of Jeopardy - New Ability: Unlocked at 14 points in Bard. Plays a Coda that uses Combo Points to put the enemy in jeopardy, causing each attacker to deal additional Physical damage on 1 attack every 3 seconds for 30 seconds. Additional damage taken increases with Combo Points. This ability is similar to the Warlord’s Spotter’s Order.
    * Extended Grief: Ability now also increases the duration of Coda of Jeopardy.

    BLADEDANCER
    * Weapon Barrage: No longer turns on auto attack which causes Incapacitate and Lost Hope to break.

    MARKSMAN
    * Electrified Munitions, Silver Tip Munitions, Vampiric Munitions: No longer have a 1 second internal cooldown when using AE attacks. The proc chance is reduced for AE attacks based on the number of targets affected. For example, Electrified Munitions has a proc chance of 100% on a single target. Using Fan Out that affects 2 targets will reduce the proc chance to 50%. On 5 targets, the proc chance is reduced to 20%.

    RIFTSTALKER
    * Due to the below changes, characters with Soul Points spent in Riftstalker will receive a free Soul respec.
    * Guardian Phase: Now gives the Rogue a chance to deflect attacks, reducing their damage taken based on their deflect rating. Deflect rating is increased by Dexterity.
    * Annihilate: Now unlocks with 2 points spent in Riftstalker. No longer grants an Attack Power buff. Additional rank added.
    * Guarded Steel: Now unlocks with 6 points spent in Riftstalker. Changed to a passive ability. Increases armor by 30% after using Annihilate, lasts for 30 seconds.
    * Blighted Steel - New Ability: Unlocks with 8 points spent in Riftstalker. Increases Attack Power by 15% after using Annihilate, lasts 30 seconds.
    * Rift Guard: Changed to a passive ability. All Plane Shift abilities and Annihilate trigger Rift Guard, absorbing 15% of all incoming damage for up to 50% of the Rogue's current maximum health. Lasts for 30 seconds.
    * Rift Barrier: Functionality changed. 20-60% of the damage Rift Guard absorbs is reflected back on the attacker.
    * Shadow Guard: Functionality changed. Reduces Physical damage taken by 1-5%. For every 400 points of base Armor, you take 1% less Physical damage, up to a maximum of 20% reduction.


    WARRIOR
    * Spell interrupt shared cooldown has been increased to 8 seconds to match interrupt ability cooldowns.

    CHAMPION
    * Having both Overrun and Blitz for Bull Rush no longer double-dips on diminishing returns.

    PALADIN
    * Aggressive Block: Tooltip no longer references this ability being modified by Strength, which it isn't.
    * Aggressive Guardian: In addition to increasing the threat generated, now also increases the threat generated from Retaliation abilities, modified further by Endurance.
    * Touch of Life: Cooldown reduced to 5 minutes.
    * Preservation: Cooldown reduced to 5 minutes.
    * Improved Reverent Protection: Now increases Reverent Protection by 10-20% plus an additional 0.02/0.04% per point of Endurance.
    * Hardened Will: In addition to the base 3-9% Magic mitigation, now also increases Magic mitigation by 0.12-0.35% per point spent in Paladin above 30.
    * Impassable Guard: Now also reduces non-Physical damage by 15%. No longer blocks spells.
    * Scales of Justice: Threat generated has been increased significantly.
    * Sweeping Strike: Shifted to more of a threat-generation role. Threat generated has been increased significantly, the number of targets it hits increased to 10, cooldown reduced to 10 seconds, and no longer requires a target to be used. Because of these changes, the damage has been reduced slightly.

    REAVER
    * Increased the threat generated from all Reaver damage over time abilities.
    * Power from the Masses: Fixed a bug causing all points spent in this ability to cause the same percent chance to trigger.
    * Sinister Intent: Threat enhancement is now modified by Endurance.
    * Crest Mastery: In addition to the 3-9% Magic mitigation, now also increases Magic mitigation by 0.12-0.35% per point spent in Reaver above 30.
    * Wasting Away: Ability changed - Successfully hitting with Soul Sickness, Blood Fever, or Necrotic Wounds reduces the damage that the target does to you by 3% per stack for 5-15 seconds. Applies separately for each ability to a total of 9%.
    * Flesh Rot: No longer reduces chance to hit on the target. Now reduces the damage the target deals to the Reaver by 2% when under the effect of Flesh Rot. Value is increased based on the number of Reaver damage over time abilities the target has on it, to a maximum of 5.
    * Cyclone Strike: Shifted to more of a threat-generation role. The threat generated has been increased, the number of targets it can hit is now 10, cooldown increased to 10 seconds, Power cost has been increased, now generates an Attack Point, and no longer counts as a Finisher ability.

    RIFTBLADE
    * Surging Energy: Fixed a bug causing 1 point in this ability to reduce the Power cost of the next ability by 75% instead of 25%.

    VOID KNIGHT
    * Fixed a bug causing Efficient Conversion to not properly alter the Power cost of certain abilities.
    * Fixed a bug where damage shields such as Warlock Armor would trigger the counter on Fusion of Flesh, but not trigger the heal.
    * Fusion of Flesh: Fixed a bug causing this to stick around after death.
    * Surge: Now generates threat to nearby enemies when using Pact generating abilities. Due to this change, the damage of Discharge, Tempest, and Unstable Reaction have been increased slightly to make up for the loss of the increase Surge previously gave them.
    * Rift Summon: Now acts like a taunt. Due to its high point requirements and long cooldown, it does not share an internal cooldown with other single-target taunts.
    * Discharge: Significantly increased threat caused by this ability.
    * Singularity: Damage reduction is reduced from 50% to 35% but now reduces all incoming damage, not just Magical.
    * Accord of Emptiness: Damage reduction lowered, now also grants the Void Knight a Pact every 10 seconds.
    * Ravenous Defense: No longer increases Armor. Reduces incoming damage, with the reduction amount increased with additional points spent in Void Knight.
    * Ravenous Strength: Now increases Strength based on how many points you've spent in Void Knight.
    * Tempest: Shifted to more of a threat-generation role. Threat generated has been increased, cooldown reduced to 10 seconds, and no longer requires you to have a target to use it.

    WARLORD
    * Spotter's Orders is no longer a Call and no longer generates threat from Battlefield Awareness.
    * Locked Down: Cooldown reduced to 30 seconds.
    * Dramatic Presence: Now increases the self-effects of all Calls and Commands.
    * All Aspects have been increased to meet their previous numbers due to the change to Dramatic Presence.
    * Killing Field: Threat generation has been significantly increased.
    * Battlefield Awareness: Threat generation rebalanced to fit into an intended role as an ambient threat generator. New burst-threat generators have been added to other abilities.
    * Promise of Steel: Shifted to more of a threat-generation role. Threat generated has been increased, number of affected targets increased to 10, cooldown increased to 10 seconds, damage slightly reduced, and no longer requires a target to be used.



    ITEMS
    * Pulverizing Stonesource and Igneous Stonesource were giving an incorrect amount of Spell Critical Hit bonus and have been corrected.

    amanda 'amary' fry
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  2. #2
    Role-player Telcular's Avatar
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    Just were on the PTS.
    There is also new things to buy from the Sourcestones.
    Like the plaque things, you can buy quality 1 things (t2 quality) for x sourcestones, then you can buy quality 2 things (raid t1 quality) for y sourcestones + the less-good kind... think it was about 500 stones in total.
    There is also new Planar essences of very good quality, 150 stones and 5k planarite each.

    And final,hopefulyl we'll see some cleric dps changes soon <.<

  3. #3
    WARLORD
    * Spotter's Orders is no longer a Call and no longer generates threat from Battlefield Awareness.

    This is like opening the gates of hell :P the qq will be tremendous :P

  4. #4
    Deleted
    Quote Originally Posted by antonatsis View Post
    WARLORD
    * Spotter's Orders is no longer a Call and no longer generates threat from Battlefield Awareness.

    This is like opening the gates of hell :P the qq will be tremendous :P
    It's pretty much already happeneing xD

    Riftstalker changes seem nice but now what am i supposed to do whilst my buffs are up after using Annihilate xD Other than that, I'm pretty much pleased with them.

  5. #5
    Quote Originally Posted by Avuun View Post
    Riftstalker changes seem nice but now what am i supposed to do whilst my buffs are up after using Annihilate xD Other than that, I'm pretty much pleased with them.
    That was kind of my thought, nice for mitigation, but will be kinda boring as a tank.

    I like the Burning Fury ability for Pyromancers though, like the old combustion in WoW...

  6. #6
    Field Marshal Xiorin's Avatar
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    Looks like some good changes, tons of them for mages. I like the few things they did with bard.

  7. #7
    I am starting to like this Atrius guy and it seems they are taking my suggestion. Yes the dev will get attacked, but if eh is straight forward people will respect him for that

    Originally Posted by Atrius View Post
    Thank you for this feedback. We released these changes before they were fully balanced on purpose, so that we could get testing on them early. We are still in process of balancing the numbers on every change we have made as well as possibly making more. What you show above is an example of where we have made the changes but the values are not yet where we want them to be. So allow me to use it as an example.

    With the current changes on the PTS, the mitigation on the Void Knight has been lowered. Let me be very clear, this will not stay as it is. So I will be taking a look at these numbers and I will be making changes to the values on these abilities and others to get the Void Knight to the point where he is once again mitigating what he was mitigating before.

    On the Live servers, the Void Knight is the pinnacle of mitigation for the Warrior, to the point that none of the other tanks are viable in high end raid encounters. The goal here is not to bring the Void Knight down, but to get the other three up to where the Void Knight is on the live servers. With the Void Knight changes as they stand now, in your example he would take 4995 damage from a 15K hit on the test server. Currently he is taking 3585 on the live servers. 4995 is higher than 3585 and so that is not acceptable and will be changed before these changes ever see the live servers. The goal is that any of the other 3 souls will also only take about 3585, something which is not happening on the live servers.

    Please keep providing this feedback as it will allow us to narrow down the necessary changes to balance that we need to make and which will be our focus for the next few weeks leading up to the release of 1.6. In fact, you finding these problems is a good thing because it will let us rectify them that much faster. With your help we will get the Void Knight back to 3585, and the Paladin, the Warlord, and the Reaver as well.

    I am also seeing several concerns regarding the "Homogenization" of the 4 tanks. We have indeed made them more alike with the hopes of making them all viable in any tanking endeavor. We want the choice of which tank you use to be yours, not ours. We want you to not feel like you have to pick one or the other because of choices we have made in dungeon design, but because it fits a particular style you enjoy. One complaint we have seen a lot on these forums is that the Warlord is fun to play but he is useless so people don't play him. With our changes he will be as viable a tank as the others, having similar values of mitigation and threat generation. That being said, he will also still have elements which make him unique, like all of the tanks will. The Paladin will still have his Retaliation mechanic and his heals. The Reaver will still have his damage over time abilities. The Warlord will still have his buffs. And the Void Knight will still have his mana drains and Pact mechanic. There may even be other changes we have not pushed to the test shard yet.

    So to wrap all of this up in a nice little bow I will put it this way. Do not fret that the values are lower than they used to be, the end result will not be a nerf to tanking. But if you run tests and find that your tanks just are not measuring up to where they used to then please let us know how. And do not worry that these souls will all be exactly the same, we want them all to be able to tank but we also want them all to feel different and unique. So if you feel they are still way to similar as we continue making changes, please let us know that as well.

    Thank you all for the continued testing and support. Keep up the great feedback.

  8. #8
    The changes are needed. 51 VK is just way ahead of any other souls in mitigation. I don't find the nerf to spotters order that bad, they are buffing aoe threat for the other souls. Finally get to try some different setups on my warrior for tanking.

  9. #9
    Quote Originally Posted by Clymene View Post
    The changes are needed. 51 VK is just way ahead of any other souls in mitigation. I don't find the nerf to spotters order that bad, they are buffing aoe threat for the other souls. Finally get to try some different setups on my warrior for tanking.
    That is how most sane people view the situation. That warrior thread proves 99% of the warriors in this game do not understand the concept of a dev tracker.

    I am DELIGHTED that Reaver will be viable. It is like blood dk tanking in WoW and very fun to spread diseases to hold aggro. How the idiots in the warrior thread consider spreading diseases and VK mitigation homogenization is honestly beyond me?

  10. #10
    It's nice to see an explanation to the changes that people have a problem with instead of just a "this is the way WE want it, so suck it up Buttercup" attitude.

  11. #11
    Deleted
    MARKSMAN
    * Electrified Munitions, Silver Tip Munitions, Vampiric Munitions: No longer have a 1 second internal cooldown when using AE attacks. The proc chance is reduced for AE attacks based on the number of targets affected. For example, Electrified Munitions has a proc chance of 100% on a single target. Using Fan Out that affects 2 targets will reduce the proc chance to 50%. On 5 targets, the proc chance is reduced to 20%.
    Dont really go far enough imho. It is a rather elegant way to deal with it but spamming Fan Out makes it impossible to remove VM even at 20%. I was just doing my daily in the Black Garden and they had 7 mm rogues. I shit you not. We had technically 4 healers with Aoe heals. I was on my Chlorolock. I am sure you can imagine how hilariously futile that match was. Lets hope they nerf it more! I joined the band wagon on my own rogue for a while. Was fun for a while but i always just went to spamming Eradicate on the enemy mm rogues.

    I now Bard on my rogue and that is pretty much the most fun i have had in a while in PvP. My Bard/RS specc is insanely fun. They need to buff Cadence to 30y tho!

  12. #12
    Those are some sexy mage changes.

  13. #13
    Mages are going to absolutely melt face at this rate. Using a bugged ability people have parsed 3.2K on dummies with just an Archon. Using non-bugged they've parsed 2.5K which is just ludicrous. Makes me so happy Kervik is coming through for us. Also Spark = Best talent in game

  14. #14
    Quote Originally Posted by Primalthirst View Post
    Mages are going to absolutely melt face at this rate. Using a bugged ability people have parsed 3.2K on dummies with just an Archon. Using non-bugged they've parsed 2.5K which is just ludicrous. Makes me so happy Kervik is coming through for us. Also Spark = Best talent in game
    What soul is running 2.5k? I'm assuming pyro. (I know about the archon bug)

  15. #15
    Quote Originally Posted by Moomurr View Post
    Dont really go far enough imho. It is a rather elegant way to deal with it but spamming Fan Out makes it impossible to remove VM even at 20%. I was just doing my daily in the Black Garden and they had 7 mm rogues. I shit you not. We had technically 4 healers with Aoe heals. I was on my Chlorolock. I am sure you can imagine how hilariously futile that match was. Lets hope they nerf it more! I joined the band wagon on my own rogue for a while. Was fun for a while but i always just went to spamming Eradicate on the enemy mm rogues.

    I now Bard on my rogue and that is pretty much the most fun i have had in a while in PvP. My Bard/RS specc is insanely fun. They need to buff Cadence to 30y tho!
    Its not 20%, its 2.5%

    Its 20% on one target and then it decreases exponentially based on the number of targets. So at 8 targets it applies at a proc of 2.5%. Keep in mind thats only for VM. The other abilities are still 100% (STM and EM and presumably RM as well)

    I think it will make the ability useless, but its hard to say. I think a better solution would have been to make it so each stack of VM applied stacks a debuff against the caster (15 second duration, refreshes with each stack applied) which increases damage taken by 2.5%. So that at 8 stacks (the max) you take 20% increased damage. So ideally what you would do, is get VM up, kite until the debuff wears off and then go back into the fray. However I think so few people know how to properly kite that the idea would never have gone over well.
    Last edited by Khelendros; 2011-10-23 at 06:17 AM.

  16. #16
    Deleted
    Quote Originally Posted by Khelendros View Post
    Its not 20%, its 2.5%
    I was just going by the patch notes. It says 100% on one target and 20% on 5. I know Fan Out was changed to hit 8 targets so not sure how that % would work out. You just have to look at WFs today to see how OP rogues are. I see between 6-10 in every Whitefall i done this weekend and i was in alot of them. Most of them were MM wacking that Fan Out macro like there was money in it.

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