Guide to Riftblade Warrior PVP Mechanics

1.4.1 update (2011/09/07): I haven’t had time to update this Guide as we re-rolled to another server and faction, so I leveled a new class (Cleric), but here is the 32 Riftblade / 18 Champion / 16 Paladin spec I recommend if you want an all-around good DPS, good mobility, good survivability spec. For the macros for this spec, see Section 8C. If you have strong pocket healing, replace Pally with another tree and go 2H.

This guide discusses the Riftblade-spec’d Warrior class for PVP in the new MMORPG Rift, Patch 1.2. This guide provides comprehensive written material and narrated PVP videos.

Please post your feedback, tips, and questions!

Revision History

The first version of this Guide was posted on March 20, 2011. Here is the change log for recent revisions:

  • 2011 September 7: added update note at top of Guide
  • 2011 June 8: minor updates to Section 8
  • 2011 May 18: minor updates to 8C macros, runes
  • 2011 May 15: Added new RB/Champ/Pally section 8C
  • 2011 May 13: updated for 1.2. Added new RB/VK/Pally section 8B

Table of Contents

  1. Mechanics Overview
  2. Resource Mechanics
  3. Damage Mechanics
  4. Crowd Control Mechanics
  5. Mitigation, Avoidance, CC-Counter Mechanics
  6. Blade and Avatar Mechanics
  7. Riftblade Tree Recommendations
  8. Spec Combinations
  9. Stats / Runes Recommendations
  10. Myths / Misconceptions
  11. Tips and Tactics
  12. Macro Mechanics
  13. Strafing / Movement / Keybindings
  14. Narrated PVP Videos
  15. Recent / Upcoming Patch Changes
  16. About the Author

1. Mechanics Overview

Riftblade is 1 of the 9 talent trees (“Souls”) for the Warrior class (“Calling”). For this Guide, I am assuming that Riftblade is your primary tree for investing your talent points. Telarapedia has a great writeup on the lore of Riftblade.

Strengths of Riftblade talent tree:

  • Deals non-Physical damage for many abilities, so the Armor of your target isn’t a factor. This helps all targets regardless of Armor class to feel equally squishy – only their Resistances come into play (in particular Fire and Air damage Resistance)
  • Delivers good ranged DPS capability, thanks primarily to the 3 Spear abilities, Fiery Burst, and Rift Surge
  • Provides solid damage mitigation from Avatar of Water (10% reduction, talented)
  • Has excellent mobility and counters to some CC – Riftwalk provides a gap closer and removes mobility-impairing effects and some CC effects (stun, mez, incapacitates)
  • Possesses multiple CC abilities (chain ranged snare, melee AOE snare, ranged root, ranged silence) – it is important to note that this particular strength is less important in 1.2 given the CC immunities

Weaknesses of the Riftblade talent tree:

  • Lacks debuff for healing received or healing output
  • Lacks purge (offensive dispel) capability
  • Doesn’t provide oh-crap emergency buttons for meaningfully boosting survivability
  • For damage abilities that do not have a weapon contribution component, does not scale effectively with weapon or gear

Many Riftblades play their Warrior primarily as a RDPS (Ranged DPS). While there are situations (e.g. mass PVP, outnumbered heavily, etc) that encourage fighting from ranged, if you only engage from range you will

  • Miss out on key Riftblade abilities (e.g. Rift Strike, Frost Strike, Thunder Strike, etc) that are only usable from melee range and whatever melee-oriented abilities/procs/buffs/debuffs you get from your 2nd and 3rd talent trees
  • Be unable to circle-strafe your target to take advantage of LoS

More on that in the Myths / Misconceptions section.

2. Resource Mechanics

We have two resources to manage:

  1. Power
  2. Attack Points (AtPts)

All Warriors use a “Power” mechanic, which is functionally equivalent to a WoW Rogue’s/Feral’s energy bar or WAR’s Action Points. Power starts at full @ 100, depletes as you use abilities, and regenerates at a (mostly) constant rate.

You can instantly regenerate 10 Power via crits with the Planar Blade ability.

All Warriors also share an AtPts mechanic. Some abilities generate 1 AtPt per use, up to 3 AtPts max. You can spend AtPts on various special abilities which consume all AtPts and scale based on the number of AtPts consumed.

Typically you want to build up to 3 AtPts, consume then with a special, then build back up to 3 AtPts again. In some cases, if you know you are close to finishing an opponent or need an effect proc’d (e.g. Earth Burst for the AOE snare) it’s fine to cast a special with 1-2 AtPts.

3. Damage Mechanics

As noted in the Mechanics Overview, a plus for Riftblade is the elemental-based damage for the Riftblade abilities.

Elemental Burst Abilities

All Riftblade AtPts-consuming Burst abilities can be used from range – after being cast they trigger on the next ability use. Here are the key AtPts-consuming Burst abilities

  • Fiery Burst: our bread-and-butter DoT, applyable from range
  • Earth Burst: AOE snare and interrupt for 3 targets. Sometimes worth using at 1 AtPts for the CC effects. Note that the AOE is centered around your target, so the implication is you can snare multiple targets from range
  • Storm Burst: AOE damage for up to 7 targets. The AOE is centered around your target

I find that I use Fiery Burst much more than the other two Burst abilities, primarily because it does good damage and is effective for burning single targets down. Also, when talented Freeze Armor applies a debuff that increases Fire damage taken by 20%, so Fiery Burst ticks for 20% more when the target has Freeze Armor on them.

The Enhanced Burst talent increases Elemental damage by up to 30% for 6 seconds after using a Burst ability, which is very helpful when applying pressure on a target.


Riftblade delivers a significant portion of its sustained damage from the Elemental Touch proc, which adds a flat amount of damage per ability use. For Fiery Burst, Elemental Touch applies on the 1st tick.

Single-Target Damage

Rift Surge is currently one of the spec-defining burst-damage abilities. It applies a debuff on the target that procs for damage whenever the target uses an ability. The duration of the debuff is fairly long, 15 seconds, so what you can do versus Healers and Mages is apply a 3-AtPts Rift Surge, silence the target with Windspear (or vice versa), continue to DPS to create a heal deficit, then when the target tries to cast spells after the silence wears off they self-inflict damage. Rift Surge has been nerfed in 1.1 – notably the cooldown has been increased to 30 seconds, it’s Cleansable, and it doesn’t scale as well – but it’s still worth a single talent point investment.

In many situations, you will want to apply Rift Surge first, then apply Fiery Burst while Rift Surge is on cooldown. Rift Surge has a “faster” tick rate if you cast it on classes that use instant-cast abilities.

Here’s the priority for Riftblade AtPts generating abilities:

  1. Rift Strike: hits hard, buffs Crit % by 5%, and scales with weapon damage
  2. Frost Strike: hits fairly hard, scales with weapon damage, and applies a debuff that increases the next Thunder Strike or Searing Strike to hit the target
  3. Flamespear or Searing Strike: Flamespear tends to outdamage Searing Strike during the leveling process, except right after a Frost Strike. With the introduction of a 4-sec cooldown to Flamespear in 1.1, you will likely want to put Searing Strike as part of your rotation or in macros ahead of Flamespear. Searing Strike benefits from the Frost Strike debuff as well, so those melee abilities synergize with each other

AOE Capabilities

As discussed above, both Storm Burst and Earth Burst provide AOE capability. Riftblade also has a spammable 3-hitter in Thunder Strike, but it has a high Power cost (25).

The 31-point Riftblade talent Rift Storm is a PBAOE (Point Blank AOE) that damages on up to 10 targets every second for 10 seconds. The ability has a 3-min cooldown and is useful for preventing opposing players who lack a bubble from capping a node or picking up a flag.

4. Crowd Control Mechanics

Riftblade has a lot of excellent CC tools to work with, including:

  • Freeze Armor: ranged snare
  • Stonespear: ranged 3-sec root
  • Windspear: ranged 5-sec silence
  • Earth Burst: AOE snare and interrupt
  • Riftwalk: 2-sec root

Both Spear abilities have a base 30-sec cooldown that can be reduced to 15 seconds with talents. Spears have a travel time, so they will not CC the target until they land.

Fork can be used to increase the number of targets affected by your Spears. The main issue with using Fork is simply the Power cost, as Riftblade is a Power-intensive spec.

I find that I use Earth Burst mainly for the snare effect at 1 AtPts and not for the silence, especially as you can’t see the cast bar for opponents other than your target.

Note for 1.2: with the introduction of the two categories (movement and control) for CC immunity, if you need to limit the movement of your target you should try to apply Freeze Armor first before Riftwalk’ing or Stonespear’ing.

5. Mitigation, Avoidance, CC-Counter Mechanics

With talents, Avatar of Water provides a flat 10% damage mitigation, and I use it 99% of the time in PVP over Avatar of Wind, which mainly provides a 10% speed benefit.

In terms of avoidance (i.e. not getting hit), there are only 2 Riftblade abilities:

  • Stoneshield: causes next opponent attack to miss, 30-sec cooldown. Useful for capping flags
  • Elemental Deflection: increases Parry up to 6%

The most important CC counter and gap closer that Riftblade has is Riftwalk. This awesome ability has multiple functions:

  • Closes gaps to opponents
  • Breaks the following CC effects: roots, stuns, snares, mez’s, and incapacitates. If you get CC’d and the only button which is still lit up for use is Riftwalk, hit it :). Note that you will only be able to Riftwalk to targets that you have LoS on
  • Breaks LoS temporarily (similar to WoW Rogue Shadowstep) by moving us to our target’s back

6. Blade and Avatar Mechanics

TLDR: use Storm Blade until you get Planar Blade, and use Avatar of Wind until you get Avatar of Water. From that point on, stick with Planar Blade and Avatar of Water.

All Riftblades get Storm Blade, which is a very underwhelming blade buff that adds weapon damage as a DoT on Crit.

With 26 points in Riftblade tree, you can obtain the talent ability Planar Blade, which provides 10 Power on Crit and refreshes the cooldown of Riftwalk (and VK Rift Summon). As we are often Power-starved, Planar Blade provides much-needed Power when we are bursting.

With 44 points in Riftblade tree, you get the base ability Blade of Elemental Affinity, which generates 35% of Crit damage as healing. The extent to which it is valuable has to do with how much Crit you have. My main concern with taking this ability is the addition 6-point tree investment needed over the 38 points required to get Rift Strike – those 38 are well-spent but the next 6 seem very lackluster. I’d probably take Improved Fork and Elemental Flux, which would provide a 15% chance for normal non-Crit attacks to proc the 35% heal, but remember that 35% of a non-Crit won’t be a large number. Based on my experience in warfronts, Blade of Elemental Affinity is not worth taking.

With 10 points in Riftblade tree, you get Avatar of Wind, which provides a 10% speed increase and 3% Dodge increase.

With 20 points in Riftblade tree, you get Avatar of Water, which provides 5% damage mitigation (10% talented). This is an excellent all-around mitigation ability in PVP.

With 51 points in Riftblade tree, you get Avatar of the Rift, which provides a 65% increase to the Burst abilities, swaps the overall mitigation of Avatar of Water for Physical-only mitigation, provides a static damage reflect when hit by melee, and provides limited AP scaling. To get Avatar of the Rift, you have to max every talent in the tree, forcing you to take a 2-point PVE thread reduction talent (Elemental Caress) and the underwhelming 5-pointer Static Shock.

7. Riftblade Tree Recommendations

For PVP, if Riftblade is your main tree your minimum points investment is 32, to get the ranged silence Windspear. Here is what a sample 32-point Riftblade looks like:

Notice that the 32-point tree:

  • Does not include Surging Energy, because if you do not have Rift Strike, your Crit rate against Clerics/Mages/Warriors with the PVP tree talent Resilient will likely be low single digit % so the proc rate for Surging Energy would be negligible. For the same reason, it’s the a good idea to put some points in Elemental Flux to proc Planar Blade
  • Skips the talent ability Elemental Burst, as it may not be wise to trigger an AOE snare due to the CC immunity mechanic introduced in 1.2

Depending on your other trees, it may be worthwhile to spend 6 more points to get the 38-point ability Rift Strike. For 1.2, is the base 38-point investment I recommend:

What’s excellent about the 38-point spec is that there are no craptastic talents that you are forced to take to get there – every talent provides value. There are several optional talents in this spec:

  • Burning Blood: do not take this if you have spec’d 5/5 into Resilient in Vindicator
  • Elemental Burst: provides some nice burst AOE damage and an AOE snare, although in 1.2 this will also trigger CC DR
  • Improved Fork: I personally do not take this talent, because Fork has a high Power cost. But some folks swear by it
  • Improved Riftwalk: while Crits with Planar Blade will refresh the cooldown of Riftwalk, I’ve found having the cooldown reduction to be useful, in case you end combat with Riftwalk on cooldown
  • Rift Storm: I used to spec for this but I find its usage limited by the overly-long 3-min cooldown. Useful for preventing flag pickups by the opposing team

Whatever you do, do not take Elemental Caress (PVE threat reduction) or Static Shock for a PVP spec, they’re a waste of talent points.

There is some debate about going to a 44-point investment in Riftblade to get Blade of Elemental Affinity, which provides self-healing for 35% of the damage when you Crit. The main tradeoffs for getting Blade of Elemental Affinity:

  • You give up Planar Blade, which restores 10 Power on Crit and also refreshes the cooldown on Riftwalk
  • The 6 additional points over the 38-point spec limit your options in going deeper in secondary and tertiary trees

Here’s is the 44-point investment spec I would recommend:

There is a lot of debate regarding whether Avatar of the Rift, the 51-point talent, is worth spending 51 points to get for PVP. To get to it, you have to waste 2 talent points in the threat reduction talent Elemental Caress and on the underwhelming 5-point talent Static Shock. In addition, you lose the Spell mitigation from Avatar of Water. Avatar of the Rift does certainly provide excellent burst for Burst abilities (see what I did there?).


  1. Do not put any points in Elemental Flux until you have Planar Blade or Blade of Elemental Affinity. Elemental Flux is a horrid talent at lower levels, because the damage from Storm Blade is very low, and buffing the proc rate for a low-damage ability doesn’t make sense

8. Spec Combinations

I will build out this section of the Guide over time, as I am able to try different specs.

As of Patch 1.2 and later, please see Section 8C for my current spec.

A. 1H Riftblade / Paladin

As noted in the Mechanics Overview section, Riftblade damage does not really scale much with weapon or gear. Given that, there isn’t much DPS lost when running a 1H, but there is a lot of upside when using a shield as a Pally.

In a nutshell, the Pally tree offsets some of the deficiencies with the Riftblade tree, in particular by boosting survivability and by providing an emergency oh-crap button in Touch of Life. The Riftblade/Pally combo possesses excellent CC capabilities, good damage, and good survivability.

Please note that this is also a very solid spec for PVE questing and rifting (but not instance runs). This is a very solid spec to run from levels 10-49 in warfronts. At level 50, I recommend the Riftblade / Champ / Pally spec documented below in Section 8C.

Consider what you get for your first 17 points in Pally:

  • +10% passive Block (not dispellable)
  • +5% Hit and +5% Block buff
  • +10% passive damage increase (not dispellable)
  • Ranged 3-sec stun (1-min CD)
  • 9% passive spell damage mitigation (not dispellable)
  • 25% passive chance on block to generate an AtPt (not dispellable)
  • A CC breaker, Paladin’s Devotion
  • Aggressive Block, which boosts Block by 10% for 15-sec, so you can chain the buff to keep it up
  • Block reactive ability Retaliation, which is a low-Power cost melee ability that is off the GCD and therefore provides burst
  • Castable HP buff on any friendly player
  • Passive HP self-buff
  • Melee interrupt Face Slam (6-sec CD) which is off the GCD
  • Full self-heal Touch of Life (10-min CD)
  • Ranged ability Shield Throw
  • Melee AOE ability Sweeping Strike which packs very good single-target damage

That is an excellent return on investment, and unlike some trees, many of the Pally abilities (e.g. Retaliation, Face Slam) complement not compete with the Riftblade base abilities for your GCD.

Up through level 40, here is the build I recommend: 38 Riftblade / 15 Pally / 0 VK:

You can move 3 points from Elemental Flux to Boiling Blood, depending on whether you want Power regen or the on-Melee-Crit reflect. VK is an excellent 0-pt 3rd tree, because it offers a 5% spell mitigation self-buff.

At level 41, once you are able to get the Paladin talent Paladin’s Devotion, you can re-invest the points in Steely Resolve in Small Arms Specialization.

There are many 1H different specs that are viable at 50, including the following specs. Please note that there are some minor differences in how the 38 points are allocated – either I recommend 3/5 Elemental Flux or 3/3 Boiling Blood:

  1. 38 Riftblade / 17 Pally / 11 VK: the VK tree provides an 11-pt talent called Spell Sunder, which removes 3 buffs from an opponent. This purge ability has a range of 35m and its cooldown is 15 seconds. In extended fighting against groups, Spell Sunder and Devouring Blow provide tools for debuffing and draining mana-based classes
  2. 38 Riftblade / 21 Pally / 7 Vind: the Vindicator tree provides reduction in chance to be Crit by players by 15%, 2% raid Crit increase when you block a player, a CC breaker, and the Guard ability to redirect damage from friendlies to you. The 21-pt Pally talent ability Reverent Protection is an excellent tool for capping flags and nodes under fire
  3. 38 Riftblade / 20 Pally / 8 Para: the Paragon tree offers Strike Like Iron for the controlled burst, an inexpensive but effective “follow up” attack in Rising Waterfall, 3% Crit self buff, 40 Str self buff, a block/parry reactive, and Predictable Movements to reflect melee attacks
Spammable Single-Target Attack Macro (builds AtPts)
#show Flamespear
cast Retaliation
cast Disarming Counterblow (remove this line for < 20 points in Pally cast Rift Strike)
cast Aggressive Block
cast Sweeping Strike
cast Frost Strike
cast Searing Strike
cast Discharge (remove this line for < 4 points in VK)
cast Flamespear
cast Shield Throw

I have Sweeping Strike (a Pally melee AOE ability) and Frost Strike ahead of Flamespear, as both abilities deal higher damage. Flamespear is listed after the melee abilities, for situations where I am either at range or none of the previous reactive or cooldown abilities are usable. Note that at range this macro would cast Flamespear, then Shield Throw, then Flamespear. I put Shield Throw at the end as a filler for when Flamespear is on cooldown.

The macro shows Flamespear, so that I can tell when my target is at <= 20m range (contributed by: haimeiw).

Melee AOE Macro (builds AtPts)
#show Sweeping Strike
cast Sweeping Strike
cast Thunder Strike

Note that I do not include Rift Storm or Earth Burst in this macro, as this is the macro I spam for AOE to build AtPts.

Gap Closer
#show Riftwalk
cast Riftwalk
cast Shield Charge

Note that I have Riftwalk ahead of Shield Charge, because I have found that Riftwalk is more reliable for closing gaps to opponents on a different vertical level (e.g. up on a rock). Sometimes Shield Charge won’t bring you all the way to your target because you will hit an intervening terrain.

CC Breaker
#show Break Free
cast Paladin's Devotion
cast Break Free

Note that Paladin’s Devotion is intentionally placed above Break Free. Break Free removes any CC, but it’s also on a 2-min cooldown, so if you have a CC effect that Paladin’s Devotion can remove, you’re better off using Paladint’s Devotion to remove it and save Break Free for when you really need it.

B. 1H Riftblade / Void Knight / Paladin

This is a variation of the 1H Riftblade / Paladin spec, with Void Knight replacing the Paladin tree as the secondary tree. VK has become a much more attractive tree in 1.2 with the changes to VK.

Consider what you get for your first 18 points in Void Knight:

  • A stacking buff that can provide up to +50% Strength
  • Spell Sunder, a powerful purge (offensive dispel) that removes 3 buffs from your target and has a 15-second cooldown
  • A stacking buff that can provide up to +50% Armor
  • +5% spell damage mitigation buff
  • An AtPts-consuming ability (Devouring Blow) that deals damage and drains mana
  • Hard-hitting Air-damage ranged ability Discharge
  • Passive HP buff
  • Air-damage ranged ability Spark
  • PBAOE ability Ragestorm that can hit very hard
  • A ranged mana drain Soul Pillage

Please note that all Warrior interrupts have a shared cooldown, so you can not use Face Slam and then Furious Rage. Same goes with taunts such as Shield Throw and Spark.

In 1.2 here are the specs I recommend:

  1. 32 Riftblade / 18 VK / 16 Pally: you get most of the key Pally abilities and talents including the key CC breaker Paladin’s Devotion and the passive (non-dispellable) 9% Spell damage mitigation. The physical damage mitigation provided by this build is stellar with Ravenous Defense; at 10 Pacts you will easily crack 10k armor. Melee abilities scale well with the stacking Str buff. Ragestorm hits like a truck at 10 Pacts. The main issue with this spec is Power starvation; without Rift Strike’s Crit buff, you will find that Planar Blade does not proc as often

I have experimented with going up to 25-28 points (or more) in VK, here are my comments:

  • Catalyze is an excellent 20-point root ability which provides ranged mana drain capability, and its Power cost is one-third of Soul Pillage (granted Catalyze is an AtPts-consuming ability so there is that resource cost)
  • You can increase Void’s Spell mitigation by an additional 15%. However, if Pally is your 3rd tree you may have to give up the passive 9% Spell mitigation talent Hardened Will, so you are netting a gain of +6% Spell mitigation, and keep in mind Void buff is dispellable
  • Replenish is not worth the investment in PVP – even fully talented, at 6k HP each Pact heals for a meager 18 HP
  • I was excited to try Rift Summon, but given the CC immunity sometimes this ability provides no effect
Spammable Single-Target Attack Macro (builds AtPts)
#show Flamespear
cast Retaliation
cast Aggressive Block
cast Sweeping Strike
cast Frost Strike
cast Searing Strike
cast Discharge
cast Flamespear
cast Spark

Note that Discharge is listed above Flamespear, as Discharge has a longer cooldown and more importantly hits harder. Spark is used instead of Shield Throw because Spark’s elemental damage type synergizes better with Riftblade.

The macro shows Flamespear, so that I can tell when my target is at <= 20m range (contributed by: haimeiw).

Melee AOE Macro (builds AtPts)
#show Ragestorm
cast Ragestorm
cast Airburst
cast Judgment
cast Sweeping Strike
cast Thunder Strike
Purge / Drain
#show Spell Sunder
cast Spell Sunder
cast Devouring Blow

C. 1H Riftblade / Champion / Paladin

Thanks to Vexxen on the Rift Warrior forum for proposing the 38 Riftblade / 17 Champion spec.

As of Patch 1.2, 38 Riftblade / 17 Champion / 11 Paladin spec has proven to be the most effective Riftblade-based spec (1H or 2H) for me in warfronts and in 1v1s against specs with self-healing, based on testing with various specs. Why? Lingering Wounds is the #1 asset that a Warriors brings to PVP at level 50.

While I was skeptical of pairing Champ with any spec that uses 1H or deals non-Physical damage, in actual gameplay 17-point Champion is a solid complement to Riftblade, because it addresses one of the key weaknesses: the lack of a healable debuff.

Given that this is a 1H spec, the point allocation in Champion looks different compared to typical 2H Physical damage builds, but you get a solid return on investment for your first 17 points:

  • +10% damage for AtPt-consuming abilities (“finishers”)
  • +10% Strength – a modest benefit that increases damage from melee attacks (and as a side benefit block % and block amount)
  • Increased Power regen on Crit
  • PBAOE fear bomb ability Battlefield Intimidation
  • In-combat charge ability
  • -50% healing received debuff (Lingering Wounds)
  • A reactive to counter your target’s Dodge/Parry
  • +15% increase to Crit damage (i.e. Crits deal 165% instead of 150% damage)
Spammable Single-Target Attack Macro (builds AtPts)
#show Flamespear
cast Inescapable Fury
cast Retaliation
cast Rift Strike
cast Aggressive Block
cast Frost Strike
cast Searing Strike
cast Flamespear
cast Shield Throw

I have Frost Strike ahead of Flamespear as it deals higher damage and buffs the next Searing Strike. Flamespear is listed after the melee abilities, for situations where I am either at range or none of the previous reactive or cooldown abilities are usable. Note that at range this macro would cast Flamespear, then Shield Throw, then Flamespear. I put Shield Throw at the end as a filler for when Flamespear is on cooldown.

The macro shows Flamespear, so that I can tell when my target is at <= 20m range (contributed by: haimeiw).

Gap Closer
#show Riftwalk
cast [ctrl] Riftwalk
cast Bull Rush
cast Riftwalk

Note that I have Bull Rush ahead of Riftwalk, because Riftwalk is the only CC breaker that this spec has. For situations where Bull Rush may not work (e.g. enemy is on a cliff at Codex and I am on the ground, I press Ctrl when hitting this macro to trigger Riftwalk).

9. Stats / Runes Recommendations

Dexterity = Physical Crit = Endurance > Strength > Attack Power

As stated in the Mechanics Overview, relative to other trees, many Riftblade abilities do not scale much with stats (e.g. Str, Attack Power). That is, even if you stack stats, you will see only a very modest increase to the damage of abilities such as Flamespear, Fiery Burst, and Rift Surge. Therefore you should consider stats aside from the pure damage-scaling stats Strength and Attack Power.

Keep in mind that Riftblade has nice mechanics synergy with Dexterity / Physical Crit, because Planar Blade generates 10 Power per Crit and refreshes the cooldown of Riftwalk.

If you are pairing Riftblade with a tank tree, keep in mind that your Endurance will be buffed by the tank tree’s HP passive.

You may have heard that some Riftblades are using Leather armor instead of Plate for the higher Dexterity, which provides Crit. I do not think that makes sense, given that many specs of the 3 non-Mage classes deal Physical damage. YMMV.

Recommended Runes

  • Helm: Strength +10 (Radiant Potent)
  • Shoulders: Dexterity +7/Crit +5 (Radiant Vengeful), Dexterity +10 (Radiant Deft)
  • Chest: Valor +50 (Blazing Valorous), Valor +25 (Radiant Valorous), Dexterity +10 (Radiant Deft), or Endurance +8 (Radiant Resolute)
  • Gloves: Physical Crit +11 (Radiant Steadfast)
  • Legs: Strength +10 (Radiant Potent)
  • Boots: Endurance +8 (Radiant Resolute)
  • 1H Weapon: Physical Crit +16 (Radiant Destructive) or Dexterity +10 (Blazing Dexterity)
  • 2H Weapon: Physical Crit +30 (Radiant Devastating) or Dexterity +19 (Blazing Dexterity)
  • Shield: Endurance +11 (Brilliant Enduring)
  • Ranged: Physical Crit +16 (Radiant Destructive) or Dexterity +10 (Blazing Dexterity)

Recommended Greater Planar Essences

10. Myths / Misconceptions

Riftblade is an RDPS Spec so you should avoid engaging in melee combat

This oft-used argument is very short-sighted. While Riftblade has very good ranged capability, there are many good reasons for engaging in melee combat:

  • You can LoS your target (e.g. circle strafe or run through them), which prevents your target from being able to use abilities on you / finish casting spells
  • You can use melee abilities that offer: high damage, CC, buffs, debuffs, procs, or some combination of the above
  • It prevents your target from using terrain to LoS you
  • You can interrupt multiple people trying to pick up a flag with our spammable melee AOE
  • You can pressure people in their face, which often makes them panic or unable to focus
  • You deal additional damage from auto-attacks (yes I know this is a minor benefit for Riftblade, but every little bit counts)

I don’t play my Riftblade as a RDPS with melee capability; I play my Riftblade as a MDPS with ranged capability. I have found that as I have leveled up and gained potent melee abilities (e.g. Rift Strike), I am further encouraged to engage in melee combat.

11. Tips and Tactics

  1. Make sure when traveling through Contested zones to have 2-3 AtPts at all times. This will give you options in case you engage in World PVP
  2. Because Spear abilities have a travel time, you can cast a Spear and while it is in-flight you can cast Fiery Blast, and when the Spear lands it will proc the Fiery Burst DoT
  3. You want to use Windspear (WS) against Casters/Healers aggressively, because the cooldown with talents is relatively short
  4. Stonespear (SS) is an excellent tool for rooting kiters, gapping melees, stopping flag carriers, etc. Use it to your positional advantage
  5. Even if you can’t close to melee range on a target, stay busy and use Flamespear to build up AtPts – remember AtPts is your fuel for your key DPS abilities
  6. To break a Rogue out of stealth, you can use the 1 Riftblade AOE that does not require a target: Rift Storm
  7. Not specific to Riftblade: buffs are dispelled in the order that you put them up, so apply your weaker buffs first, save the best ones for last (e.g. Planar Blade)

12. Macro Mechanics

Macros in Rift work very differently from what you may be used to from WoW. Here are the key differences:

  • There is no WoW castsequence equivalent in Rift
  • In Rift, you can put as many cast statements in a macro as you want, and Rift will cast the 1st ability that is usable (i.e. not on cooldown, conditions met, etc)

That second point has huge implications and allows you to write a “spam” macro like this:

Reactive Ability A
Reactive Ability B
Cooldown Ability C
Cooldown Ability D
Spammable Ability E

Some people have criticized Rift as being “too easy to macro” but in my opinion that is a simplistic and inaccurate point-of-view. Why? Each spec combination has a plethora of abilities to work with, combining special abilities that consume AtPts would limit control, and you generally want to carefully macro your CC and CC-counter abilities. I personally do not macro CC abilities as I believe they should be on separate keybinds for control. So while you can macro multiple abilities into one macro, you will still need to set up many macros to support all the abilities and still retain control of key cooldown and situational abilities.

Please note that if there are abilities in a macro that you do not yet have, you will see an error message when using the macro. Some folks have simply cut-and-pasted my macros without looking at what they actually do, but in my opinion you should try to understand how they work, then tweak according to your needs.

13. Strafing / Movement / Keybindings

Please see the article that provides a video Guide, screenshots, and descriptive text on how my character control is setup. That is a very complex topic unto itself.

14. Narrated PVP Videos

Below are my narrated PVP videos, in reverse chronological order (most recent first). There are points I make in each video which are timeless.

Taugrim’s Rift Warrior PVP: Volume 11: Riftblade / Paladin / Vindicator @ 50, Rank 3

Taugrim’s Rift Warrior PVP: Volume 10: Riftblade / Paladin / Vindicator @ 50, Rank 1

Taugrim’s Rift PVP: Warrior Volume 8: Riftblade / Paladin @ 42, Patch 1.1. Update

Taugrim’s Rift PVP: Warrior Volume 7: Riftblade / Paladin @ 38, Nice Try Gankers

Taugrim’s Rift PVP: Warrior Volume 6: Riftblade / Paladin @ 35

Taugrim’s Rift PVP: Warrior Volume 5: World PVP @ 29

Taugrim’s Rift PVP: Warrior Volume 4: Riftblade / Paladin @ 27

Taugrim’s Rift PVP: Warrior Volume 3: Riftblade / Paladin @ 24

Taugrim’s Rift PVP: Warrior Volume 2: Riftblade / Paladin @ 21

Taugrim’s Rift PVP: Warrior Volume 1: Riftblade / Paladin @ 15

15. Recent / Upcoming Patch Changes

Trion continues to adjust classes / trees for game balance reasons. Below is a summary of changes (documented and undocumented) for recent patches and their impacts.

Current Live Version: 1.2

My comments for changes are in italics.

Patch 1.1/1.11 Changes (1.11 Notes 4/1Official 1.1 Notes 3/29, Update 3/25 , Alpha Notes 3/23 ):

  • Earth Burst: Now properly interrupts elites and other high level mobs. Bug fix for PVE, no impact to PVP.
  • Avatar of Wind: Fixed a bug causing the tooltip of this ability to report improper values. No impact to PVP.
  • Rift Surge: Can now be removed with abilities that remove Curses. Now has a 30 second cooldown instead of 10 seconds and is adjusted by Attack Power at a slightly lower rate. This is a significant nerf for PVP. I can understand nerfing Rift Surge by either making it a 30-sec cooldown *or* making it Cleanse-able, but making it both have a 30-sec cooldown and Cleanse-able will make Rift Surge largely irrelevant if there is a skilled enemy Healer. Update #1: OK, that being said, I have found that my DPS in PVP has not dropped off as much as I was expecting. After thinking about it, I think the loss in DPS from the pre-1.1 Rift Surge is partially offset by the fact that I am using Fiery Burst instead, and as a Burst ability this procs the Enhanced Burst 30% Elemental damage increase for 6 seconds on our target.
  • Flamespear: Now has a cooldown of 6 seconds and has its damage slightly increased to reflect the longer cooldown. There was an update: Flamespear, Path of the Wind and Path of the Raptor are having their cooldown times reduced from the 6 seconds that they are on Test right now to 4 seconds. We’re satisfied for now that these changes still give Warriors ranged attack options across a few different specs. While this is a nerf, I think the introduction of a 4-sec cooldown to Flamespear seems like a reasonable change. What it means for Riftblades when fighting from range is that we’ll have to work in other ranged abilities (e.g. Spears, etc) while waiting for FS to come off cooldown. Update #1: the Trion employee Sweet acknowledged my thread that Flamespear went live with 6-sec cooldown. Update #2: per 1.11, the cooldown has been fixed to be 4 seconds, and I confirmed it’s working
  • Burning Blood: Now deals damage based on 10-30% of the character’s Strength. Moderate nerf. Having it based on the amount of damage inflicted probably created scaling issues.
  • Improved Freeze Armor: Now only affects Riftblade attacks. Bug fix, it sounds like Improved Freeze Armor was buffing non-Riftblade Fire attacks?

16. About the Author

I’ve written Guides across multiple MMORPGs, including:

  • The stickied Protection Paladin Cataclysm PVP Guide on the WoW Pally forum. During my time in Cataclysm, I was the only Prot Pally rated 2k+ in the 2v2 and 3v3 Arena brackets in my battlegroup
  • Warhammer Swordmaster and Bright Wizard Guides and videos
  • LOTRO Captain and Orc Reaver Guides and videos

I enjoying dialoguing with and helping other players – my hope is that this Guide provides value to you and enables you to improve your gameplay :)

Posted in Guide, PVP, RIFT, Video, Warrior
334 comments on “Guide to Riftblade Warrior PVP Mechanics
  1. Emsy says:

    Thank you for the very nice guide and for updating it. I respeced from your RB/P/VI build which I like very much to your new 1.2 build. I have some trouble to find out how to play it right so I am really looking forward to a video about it.

    – How do you play against mana user in 1v1. How important is the drain in 1v1 or is it more for longer group fights?

    – How do you handle the missing “Break free” from Vindicator against Champions

    are two questions I have right now. Keep on the good work.

    • taugrim says:

      – How do you play against mana user in 1v1. How important is the drain in 1v1 or is it more for longer group fights?

      Mana drain vs pure Healers, then burn them down. Takes some time to do so.

      Against Caster DPS, just focus on Spell Sunder and DPS.

      – How do you handle the missing “Break free” from Vindicator against Champions

      Riftwalk or Paladin’s Devotion.

  2. Swarez says:

    Curious Taugrim how come in you’re single target macro u dont have discharge higher up since it hits so hard? Wouldnt u want that going off first pretty much?

    • taugrim says:

      how come in you’re single target macro u dont have discharge higher up since it hits so hard

      The moment my target is > 3m away from me, my first ranged ability fires, and that ability is Discharge. And so Discharge sees a lot of use.

      • Swarez says:

        Ya i understand that but i was thinking wouldnt u want it always going off even if your up super close etc…??

      • taugrim says:

        You can do that. I think you’ll find that even with Discharge lower than some of the melee abilities, due to the highly mobile nature of combat you’ll see it fire a lot.

  3. Swarez says:

    Whats your macros lookin like for your new champ rb build?? as well are you using the finsher deathblow instead of fireburst ?

  4. […] can read more about those specs in Section 8B of my Riftblade PVP Guide. Keep in mind that through most of Patch 1.11 and 1.12, I was not particularly well-geared and was […]

  5. Overkill213 says:

    Ok so Marksman became less of a challenge. Any ideas on what your doing next? Here’s a idea Riftstalkers have dropped off the face of the earth. I think they could be quite fun in PVP. Challenging thing would make them effective killers or what about a bard? One that doesn’t just spam cadence all day. I was watching a Beta video and a guy was getting flamed for not spamming enough Cadence in a warfront lol

  6. Swarez says:

    Question taugrim about our snare and its current state is it even worth putting the 2 points in the improved snare? for the 20% dmg i and finding that i am using my snare less and less due to the simple fact its only lasting 3 or 4 seconds tops which is annoyin the hell out of me.

    • taugrim says:

      I use Freeze Armor as my first movement CC, so that the initial application lasts 15 seconds. The reason for Improved Snare is for the additional Fire damage debuff on your target.

      You can pass on Imp FA but I think FA is still a must-have, especially with the difficulty of keeping targets in melee range in 1.2.

  7. Swarez says:

    Well snare lasting 15 seconds in pvp would be news to me because it does that for pve but not pvp … Longest it last in pvp is 7 seconds … Aka more like 5 by the time GCD is done just about … With riftwalk and Bullrush both rooting and on the same cc as snare making improved snare almost useless i feel like.

  8. Bean says:

    Thanks for the very helpful advice.

    Query (apologies I’m new to these macros) would Deathblow be any good somewhere in here? If not why not? Figured I might as well ask the experts!

    #show Flamespear
    cast Retaliation
    cast Inescapable Fury
    cast Rift Strike
    cast Aggressive Block
    cast Frost Strike
    cast Searing Strike
    cast Flamespear
    cast Shield Throw

    • Emsy says:

      Deathblow consumes attack points. So you want control about when it fires. If you add it to the “spam” macro it fires at will.

      I added two macros to the list Taugrim provided:

      #show Fiery Burst
      cast Deathblow
      cast Fiery Burst

      I hit this one when I want a finisher. When Deathblow is up, it fires. That way I have the control I mentioned. I did not check if Fiery Burst and the follow up attacks do more damage than the Deathblow. So it might be that if the enemy has lots of hitpoints it is better not to use Deathblow immediately. Thats why I additionally bound Fiery Burst without any macro on a different quickbar slot so I can find that out.

      The 2nd macro I added is:

      #show Freeze Armor
      cast Mark of Inevitability
      cast Freeze Armor

      That way I have to hit one key twice instead of hitting two different keys which is easier for me in the heat of battle.

      • taugrim says:

        I added two macros to the list Taugrim provided:

        #show Fiery Burst
        cast Deathblow
        cast Fiery Burst

        I use that one as well, but I did not list it.

  9. Derezzed says:

    With your new build, are there any AOE macros, or PT consum macros we should updae as well? Thx

    • taugrim says:

      The new spec has limited AOE capability. Basically just Thunder Strike and Storm Burst, which shouldn’t be macro’d as one generates and the other consumes AtPts.

  10. Swarez says:

    Deathblow is a waste your using a 1h for 1 and death blow is based on 140% weapon dmg plus what 400… Fiery burst is still better.

  11. Arishem says:

    I love this guide, man. I really do…too bad you don’t play a Cleric. :)

  12. Garion says:

    With the rb/champ/pally spec, is it worth going 4/5 in Titan’s Strength to gain a CC breaker in Ruthless Pursuit? It’s not as good as some of the other CC breakers, but at least it’s something

    • taugrim says:

      You need 15 points below Ruthless Pursuit to get to the tier that has Lingering Wounds and Ruthless Pursuit. So taking a point out of Titan’s Strength won’t help.

      • Napoleon says:

        i hope my comment was able to publish on the blog mate as i dont see where it is :D and again i am looking forward to ur reply mate^

  13. Nic says:

    This is massive. The macro-training alone is invaluable to a lazy player like me. Keep up the good work.

  14. Swarez says:

    Rank 4 wep better then Divine defender?

  15. Sevrius says:

    I discovered this blog with rift even if I played wow and warhammer. I must say i really like this guide and your arena movies (as pal prot) as I tried myself to play prot with a SP :p

    Just wanted to ask why you don’t take “thunderous kick” in the champion’s tree ? I didn’t test it myself, but if it’s a real knock back, it’d be totally awesome in codex ;) I was looking for something like this :;7;1,54130010010002;0;0

    You only loose 1 point in titan’s strength, but as dps doesn’t really scale with carac, it’s shouldn’t be a problem no ?

    Anyway, can’t wait for you next pvp movie as rb/ch/pal :D
    Keep up the good work !

    • taugrim says:

      Just wanted to ask why you don’t take “thunderous kick” in the champion’s tree ?

      It is very useful to have for Codex but not so much for the other warfronts. The other thing to consider is CC immunity – if your target is immune to CC movement effects TK won’t knockback the target.

      • Sevrius says:

        You right about the CC immunity, especially since 1.2.
        But despite codex, it could be good to prevent a healer (with absorb) of taking a point.

  16. Colso says:

    So considering your three speccs, which is the one mostly played? Or in other words, which do you think is the most valuable in view of survivability and damage output?
    Your standard RB/PD/VI or one of the two new versions? (RB/VK/PD, RB/CH/PD)

  17. Swarez says:

    Dps and utility is the Champ rb pd build … Survival is by far the Vk Rb Pd build but lacks killing power with healers around great build to play though if the team is weak on healers i think its actually better to play if thats the case… if the team is healer heavy Rb Ch PD build is a must.. as for the vindi build its kinda dead in my eyes i never use it and it lacks everything …

  18. Garion says:

    What is the best shield us pvpers should use? I’m using The Wall right now, but think the Eldritch Vanguard rep shield would be better. It has better stats but what about The Walls’ proc rate?

    • taugrim says:

      I haven’t tested the Wall’s proc rate, but I see it proc often enough in footage that I’m sticking with it.

  19. Emsy says:

    I suggest to replace “Searing Strike” with “Power Strike” in your “Spammable Single-Target Attack Macro (builds AtPts)” in 8.C (RbChPala) because it does around 25% more dmg.

    • Emsy says:

      The “chilled” effect of Frost Strike gets you 20% more damage to Searing Strike. The 81-85 will be 97-102 then. Power Strike is 100-104 all the time. Less improvement than I thought but still and it gets relatively more with +damage buffs. When you switch targets and Frost Strike is on CD you get the full 24% additional damage though.

      • Colso says:

        Two things you didn’t consider are the Enhanced Burst ability and the Rift Fury ability. Both increase the damage of Searing Strike I guess, correct me if I’m wrong.

      • taugrim says:

        Have you tested both in-game, at least with a target dummy?

        The tooltips don’t typically match what the actually damage is in my experience.

        My guess is that SS synergizes much better with Riftblade than PS, which is a Physical damage attack.

  20. Colso says:

    Emsy :

    and it gets relatively more with +damage buffs.

    Ok forget my post, I overlooked your statement quoted above. :D

  21. Swarez says:

    Nah searing strike will do more dmg do 2 elemental blade and enhanced burst.

  22. Cathexis says:

    First off….Awesome right up Taugrim. Been following your blogs here for several weeks. You have actually made me interested in Warrior again. Haven’t played one since Beta 5.

    I do have one question though. With 1.2 and your current 1H Pally/RB/Champ spec, what do you use for finishers?

    Keep up the great work….

    • taugrim says:

      With 1.2 and your current 1H Pally/RB/Champ spec, what do you use for finishers?

      Against single targets, Rift Surge or Fiery Burst if damage over time is OK. If the opponent is at low heatlth I use Deathblow for the immediate burst.

  23. Nic says:

    This is kind of off-topic, but what do you think the best lvling souls are?

  24. Cathexis says:

    I would say the best straight leveling soul combo would be a Para/Champ/RB. Mostly Para if you like dual wield or mostly Champ if you like 2H.

  25. Nic says:


    Thanks, I actually moved into that build at lvl 26 for the para +50% damage thing. I’m definitely doing a shitload of damage now but I feel really crunchy. The potions and the time to stop for waters feels kind of inefficient, but single targets are definitely trashed now.

    • taugrim says:

      I’m definitely doing a shitload of damage now but I feel really crunchy.

      Warriors of most specs tend to have to drink after pulling several mobs.

      You can also AOE tank in this game, but either going the Reaver AOE DoT route or going Pally high enough to get Balance of Power, which reflects damage when you block.

  26. Nic says:

    I wanted to share this with the possibly newb community that may come across Taugrim’s excellent blog. koryman102 has built a rich and frequently updated collection of videos that expands on really specific stuff across all levels and classes.

  27. Cathexis says:

    np Nic

    Try this DW build for dps/leveling. I used something similar in beta.

    #show Dual Strike
    cast Path of the Hurricane
    cast Path of the Raptor
    cast Rising Waterfall
    cast Rift Strike
    cast Frost Strike
    cast Dual Strike
    cast Flamespear
    cast Path of the Wind

    #show Strike Like Iron
    cast Strike Like Iron
    cast Earth Burst
    cast Storm Burst
    cast Fiery Burst

    and yes a ranged rotation for those sticky situations that does put up some decent numbers….ranged Warrior ftw!

    #show Stonespear
    cast Path of the Hurricane
    cast Path of the Raptor
    cast Stonespear
    cast Path of the Wind
    cast Flamespear

    Pop your finisher macro with ranged rotation as well….it works!

    Other worthy abilities: Riftwalk, Flinching Strike, Stone Shield, and Fleet of Foot

  28. Unnatural says:

    Hey Taugrim,

    Great guide! I’ve been following your progress nearly since you began it. It’s great to see and test the logic in your changes/updates.

    For your “1H Riftblade / Champion / Paladin” build, what is your consume/finisher macro? I assume it includes fiery burst?

  29. JDOG says:

    Hey Taugrim,

    Great guide…thanks for putting it up. I do have a question, as of 1.2 what would you recommend for a spec on a PVP server thats good for wfs and leveling around 20?

    Any info would be appreciated.


  30. Zzztopper says:

    are you the same Taugrim that had a guild in Warhammer?

    • taugrim says:

      Are the same Zzztopper who was (IIRC) an Ironbreaker and with me in the guild Conjunction on Phoenix Throne?


      How are you doing man? It’s been over 2 years since we were playing together.

  31. Deafrl says:

    where is update finsher marcos???? vk/pally/rb

  32. wtf! says:

    your guide is shit taugrim! what finisher marco?? where fuck aoe finish!???

    • taugrim says:

      You are aware that I can tell that Deafrl and wtf! are the same person posting, right? I can see your IP address, not to mention the similarity in your spelling/grammar.

      If you think “your guide is shit taugrim” I certainly won’t answer you. LOL :)

  33. Gruff says:

    This guide is ace, and free! Ive learnt so much here I have rolled a warrior after realising that a cleric is a soft touch in PVP.

    To find a guide where the forums are responded to is ace; thank you for investing all the time into my “Warrior bible”

    Much love x

  34. Colso says:

    are your recommended runes outdated? the blazing one for the chest with valor only give +50 and not +74… or am i missing something? the shield one gives +11 endurance..

  35. Zzztopper says:

    Ya I’m that Zzz. I’m actually on the same server as you. I’ll send you an ingame message.

  36. Colso says:

    Which rank 4 and rank 6 weapon would you choose? The dagger or the sword?

    • taugrim says:

      The weapon that has the better Crit stats (i.e. the dagger).

      • Colso says:

        I was wondering if the Small Arms Specialization is the four points worth then. Steely Resolve and Hardened Will would be more usefull i think. Any Suggestions therefore?

      • taugrim says:

        Small Arms Spec is one of the best talents in the Paladin tree for PVP, since it buffs all damage.

        Hardened Will is worth putting 2-3 points in if you are investing 15 points in Paladin.

        Steely Resolve is not as valuable in 1.2 given the CC immunity changes or if you take Paladin’s Devotion.

      • Colso says:

        I thought – considering the tooltip – that it would only buff the damage of one-handed weapons. E.g. Daggers have the lowest basedamage, so it would not make that big difference.

        And I’m playing your RB/CH/PD build, so i won’t put more than 11 points in the paladin tree. So I would just respend some points from SAS to HW..

  37. taugrim says:

    Colso :

    I thought – considering the tooltip – that it would only buff the damage of one-handed weapons. E.g. Daggers have the lowest basedamage, so it would not make that big difference.

    Small Arms Specialization buffs all damage. This has been tested and confirmed by multiple people. Even abilities that don’t really scale much, such as Fiery Burst, are affect by SAS.

  38. Colso says:

    Was there any changes to Fiery Burst? Seems it doesn’t trigger anymore when you activate it while a spear is flying. Only the next used ability will trigger it. JFYI :)

    • taugrim says:

      Colso :

      Was there any changes to Fiery Burst? Seems it doesn’t trigger anymore when you activate it while a spear is flying. Only the next used ability will trigger it. JFYI :)

      Hmm. Just tested and you are correct. Not sure if this is a bug or intended working behavior now.

  39. Tasty says:

    Is Enhanced Burst working? I’ve never seen any icon on a target showing the 30% increase to damage

  40. Colso says:

    Tasty :

    Is Enhanced Burst working? I’ve never seen any icon on a target showing the 30% increase to damage

    Not now, but it is in the 1.3 patchnotes, that it will work correctly.

    • Colso says:

      To clarify, it is actually not working with Fiery Burst. Storm Burst will trigger it for 2/4/6 seconds, depending on how many AtPts you used.

  41. Nic says:

    Burning blood seems so negligible for 3 points invested. Does this synergize with something I’m missing?

    • taugrim says:

      Nic :

      Burning blood seems so negligible for 3 points invested. Does this synergize with something I’m missing?

      IIRC, BB delivered for me about 300 damage to my attacker when I was Crit. BB is a decent talent to help you get to the 38 required for Rift Strike.

  42. Nic says:

    what is your strength at?

  43. Nic says:

    Does anyone know if something like a Red Insignia Talisman (random fire damage) would synergize with freeze armor? That particular one procs on physical damage, but this is just an example.

  44. […] character, and as I leveled him up I made a series of narrated videos for the class and wrote an in-depth Riftblade Warrior Guide. It was not until more recently that I started creating videos for different classes, namely Rogue […]

  45. Joekast says:

    Will you still be updating your guide even though you are now playing a Cleric? 1.3 will be bringing some changes and I am hopping you will provide your great insight into it as you did for 1.2.

    I have started testing and searching for a viable 2h spec, and your guide is the first resource I look in.

  46. Reginald says:

    Just read this today. It’s kinda amazing how I managed to develop a very similar RB/VK/Pal build as you have. It works really well in PVP as well as PVE tanking. Glad to see someone who thinks alike.

  47. Skillzdatkill says:

    Been trying out the new spec and I prefer your older one much better. I seem way to squishy. Losing the nerfed crit, sp nerf, block dmg nerf, etc seems a lot more helpful for me. I wonder what your new spec for this new patch would be. I’m eager to try it out but for now I’m going to stick with your older specs at the cost of ms.

  48. Skillzdatkill says:

    meant keeping not losing sorry

  49. Stein says:

    Any news for 1.3, i would like to hear your opinion on the changes, tnx

    • taugrim says:

      Stein :

      Any news for 1.3, i would like to hear your opinion on the changes, tnx

      I’m on an extended vacation in Maui, so I haven’t had time to update this Guide, which will take many hours to do properly.

      That being said, I have played Riftblade Warrior at 50 in 1.3, and I love the changes!

      Riftblade in 1.3 is in the best state it’s ever been, because of two very key changes:
      1. Weapon Specialization in the Champion tree now applies to all damage (including non-Physical) and regardless what type of weapon you are wielding (2H vs DW vs 1H+shield)
      2. Teaching of the Five Rings in the Paragon tree now applies to all damage regardless what type of weapon you are wielding (2H vs DW vs 1H+shield)

      Because of these changes, the Champion and Paragon trees now synergize well with Riftblade in terms of damage, and the issue of Riftblade not scaling relative to Champion/Paragon seems to have been addressed sufficiently.

  50. Nic says:

    I don’t think everyone has realized that Taugrim has tasted the dark side of Cleric OP and may never return. My lvl 30 cleric was more capable in pvp than my lvl 39 Rift/Pal/Champ. :)

    • taugrim says:

      See my previous comment.

      I haven’t updated this Guide yet because I’ve been too busy bodyboarding/snorkeling/chilling in Maui.

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