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  1. #21
    Quote Originally Posted by CynicalOtaku View Post
    See, I think it's a bit of both. I used the spec that Seatin recommended and I felt less squishy overall. However, it still feels like the healer starts complaining if a trash pull knocks her down to 75% or I hit below 50% health while a bunch of mobs are still up.

    Even when I was dying, I was dying over the course of six, seven seconds, without seeing any real big heals go on me. To me, from a WoW perspective, that's a significant time to go without big heals, but I'm not sure how Rift is engineered in that regard.
    Any chance you had a Chloromancer healer? They only have a couple direct heals. Unless they're doing a good rotation of damage to heal skills, they can easily get overwhelmed at low to mid levels. As a Chloro healer, I know my tank is probably going to wonder what the heck I'm doing at times if they don't know how Chloro healing works. It tends to be spiky.

    I don't know why a healer would freak out about the percentages you mentioned, though.

    Oh, and hello, folks.

  2. #22
    Quote Originally Posted by CynicalOtaku View Post
    That tank just doesn't seem to exist in Rift.
    There are like 3 tanking classes in Rift. Warriors have half their available souls centered around tanking with a Shield specifically. -__-

    Spec matters a lot in Rift. More so than Warcraft, just as a quick example. Key difference is one can spec "wrong" in the sense that choosing "Protection Warrior" is a fairly binary choice in WOW- not so much in Rift.

    In Rift you do have tank options but how you combine those through your own guile is the diving line. You can take the same 3 souls, but depending on the point spread achieve very different ends. Now multiply that by 8 distinct souls and 6 total roles.

    The gameplay hook of Rift is the complexity of the soul system. Even having "presets" is a new feature.

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