Warrior PVP Specs in Patch 1.2


Mechanics Changes in 1.2

I have tried many different Warrior specs in this patch, but before I list them, let’s review some of the key changes that impact Warriors in PVP:

  • Two categories of CC immunities were implemented: one for movement-related CC, and one for control-related CC. For a given CC category, the 1st application will last its normal duration, but the 2nd application within 24 seconds will have half the duration, and any further applications will have no effect until 24 seconds have passed from the initial application. This sounds confusing, but what it basically means is it is much more difficult to apply movement CC’s and control CCs
  • Notably for Warriors, Snare effects were added to the movement-related CC category. This has made it very difficult for Warriors to stay within melee range of a target, especially considering that all gap-closing abilities for Warriors (e.g. Riftwalk, talented Bull Rush, Shield Charge, Rift Summon) trigger a root effect. So if you pop a gap-closing ability and then try to Snare, the Snare only lasts 50% of its normal duration, and then you can’t movement-CC the target until 24 seconds after the initial root
  • The Void Knight (VK) tree for Warrior got a significant overhaul. Notably Pact-consuming abilities now only consume up to a fixed number of Pacts, and the Pact-related Ravenous Strength and Ravenous Defense buffs now last as long as Pacts (i.e. 30 seconds), and it’s easy to refresh the duration on a stack of Pacts. These changes have made VK stronger in PVP

My Pre-1.2 Specs

Prior to Patch 1.2, I had played two Riftblade specs while ranking up:

You 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 using a blue 1H sword (21.7 DPS).

The first spec lacked purge (offensive dispel) capability. Both specs lacks a healing received debuff.

I did try putting 15 points in Vindicator to get Improved Trauma, but that didn’t turn out to be the silver bullet for providing healing received debuff, because you can only keep it up 50% of the time.

Some of the 1.2 Specs I Tried

In my PVP experience across many games, I’ve generally found that it isn’t worth running a high DPS but squishier spec until you are geared sufficiently. In 1.2, with the changes to Favor and rep requirements, I finally felt ready from a gear perspective to try running 2H specs. I purchased the Port Scion 2H axe (33.4 DPS) for 17k Favor and was able to get a Valor piece for each Armor slot.

Here are some of the specs I tried in order and my comments on their pros and cons. Please note that I tried variations of the specs below as well, moving a few talents points around for various tests in warfronts.

1H 38 RB / 17 PD / 11 VK

Pros:

  • High mobility and counters to CC
  • Has the 11-pt VK 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
  • Durable

Cons:

  • Lacks high burst / sustained DPS
  • No capability to drain mana from range. Therefore draining can take a nontrivial amount of time, especially if your target is kiting
  • Lacks healing received debuff

2H 36 RB / 30 VK / 0 VI

Pros:

  • High mobility and counters to CC
  • Purge (Spell Sunder)
  • Excellent mana drain capability, including 2 drains from range

Cons:

  • Lacks healing received debuff
  • Power management – no Rift Strike means fewer Crits which means fewer procs for Planar Blade
  • Self-healing from VK Replenish is very underwhelming: 18 HP per Pact gained

DPS from this spec pales in comparison to 2H CH and isn’t that much higher than 1H RB. More on this later.

2H 33 RB / 28 VK / 5 VI

This is basically the same spec as the previous one, but with the -15% crittable from VI to make it more durable. I preferred this spec to the previous one. That being said, I think for 2H specs that use VK as the secondary tree that 26 points (to get Rift Shield) is probably a good stopping point. So for example a 2H 38 RB / 26 VK / 2 PA spec would make more sense.

1H 32 RB / 18 VK / 16 PD

Pros:

  • High mobility and counters to CC
  • Purge (Spell Sunder)
  • Solid mana drain capability, including 1 drain from range
  • Durable, especially with Ravenous Defense

Cons:

  • Lacks high burst / sustained DPS
  • Lacks healing received debuff
  • Power management was a huge issue, especially with no Rift Strike

The latter bullet point above was a significant issue in combat, e.g. at times I was too Power-starved to use an interrupt.

2H 32 CH / 18 VK / 16 PA

After trying the above RB specs, I wanted to give Champion a go.

Pros:

  • Excellent burst and sustained DPS: can melee chain-Crit for 1k+ per Crit
  • Lingering Wounds provides a powerful healing received debuff
  • Very Power efficient, especially with Rising Waterfall interleaved between AtPt-generating abilities and Grim Satisfaction

Cons:

  • Very susceptible to being kited, and DPS drops steeply when not able to stay in melee contact
  • Limited CC breakers
  • Very squishy: low mitigation combined with lower HP pool

The main thing I noticed about this spec is that it typically wasn’t worth using GCDs to mana-drain a target (unless they were close to going dry). It was simply better to use GCDs for damaging abilities to “hulk smash” the target into oblivion.

The 1.2 Spec I Settled On

So I spent a lot of gold training abilities, experimenting with various specs, and thinking through the mechanics. The conclusion I reached for the 1.2 mechanics (and this will seem fairly obvious) is that the most important capability that Warriors brings to PVP is the healing received debuff, not being able to purge or mana drain. CC abilities are still important but they are no longer critical as they were pre-1.2.

Even with a decent set of Valor gear (21% mitigation), I found 2H CH to be squishy and susceptible to kiting.

Vexxen on the Rift Warrior forum shared an interesting idea of using RB as the primary tree and 17 points in CH to get Lingering Wounds. I tweaked his idea and this what I landed on:

1H 38 RB / 17 CH / 11 PD

The main concern I had with this spec was that I might not Crit often enough to proc Lingering Wounds. However, I noticed that with an unbuffed 18% Crit rate, which goes up to 23% with Rift Strike, I was getting plenty of procs of Lingering Wounds in actual combat to keep a target chain debuffed.

I have been able to solo competent, geared Clerics of various specs simply by limiting their healing received. And in group contexts, Lingering Wounds is terrific for bringing down a focus-fire target.

This is the highest-utility, most well-rounded spec I have tried so far in 1.2.

You can find more information about this spec in Section 8C of my Riftblade PVP Guide.

Posted in Guide, PVP, RIFT, Warrior

Rift Warrior PVP Video: Volume 11: Riftblade / Paladin / Vindicator @ 50, Rank 3


This HD video is narrated PVP footage of my level 50 Rank 3 Warrior in the MMORPG Rift in Patch 1.11.

The video includes multiple 1v1s, a chain 1v1, and 1v2s against various opponents from my battlegroup:

  • Assassin Rogue
  • Champion Warrior then Riftblade/Paladin Warrior
  • Riftblade/Champion/Paragon Warrior + Marksman Rogue
  • Pyromancer/Archon Mage
  • Pyromancer/Dominator Mage (+ 2 Assassin Rogues)
  • Pyromancer Mage
  • Warlock Mage
  • Warlock/Necromancer Mage + Assassin Rogue
  • Assasin Rogue + Champion Warrior (+ Marksman Rogue)
  • 1H Justicar Cleric
  • 2H Shaman/Justicar R5 Cleric

Here is the 1H Riftblade/Paladin / Vindicator spec used in the video:
http://rift.zam.com/en/stc.html?t=0cLht.eGo0dsMGtdz.xxouos0o.i

Tips / Comments

  • For bubble-capping, you should try to build up to 3 AtPts and then use Reverent Protection + Stoneshield right before clicking the flag to maximize your chance of a successful pickup
  • If a Pyro Mage does not have Ground of Strength up, it’s sometimes advisable to not interrupt a Fireball cast because if they’re spec’d into Archon tree’s Double Tap, you’re giving them the opportunity to instantly cast GoS
  • In terms of Planar Essences, for boosting survivability I recommend Corrupting Faesource and Crystallized Stonesource
  • Effective kite-strafing and circle-strafing technique can give you an significant advantage against other players, as demonstrated in the first clip against the Assassin Rogue. After the Rogue’s opening stunlock, I did not give up my back to the Assasin Rogue for the remainder of the fight and was able to consistently gap him using CC, CC counters, and strafing. For information on strafing, please check out my video guide on strafing and keybinding setup

If you have feedback/comments/questions, please post ’em below.

Posted in PVP, RIFT, Video, Warrior

Rift Rogue PVP Video: Volume 1: Marksman / Ranger / Riftstalker @ 12


This HD video is narrated PVP footage of my level 12 Rogue in a Black Garden warfront (queued solo) in the MMORPG Rift, Patch 1.11.

Here is the spec used in the video:
http://rift.zam.com/en/stc.html?t=0MfNp.v0zk.m
(Note that for the 10-19 bracket I recommend moving the point out of Repelling Shot to max out Keen Eye)

As discussed in the video, the Marksman tree has excellent kiting/strafing mechanics. If you are looking for more information on how to strafe, please see my video guide on strafing and keybinding.

My main character is a Rank 3 level 50 Warrior. I’ve been playing around in the 10-19 warfront bracket with Justicar Cleric and Marksman Rogue for my first alt. So far I have participated in about a dozen warfronts with my Rogue, and to my surprise, I have found that I can influence the outcomes of warfronts on my RDPS Rogue as effectively as my melee Cleric.

Posted in PVP, RIFT, Rogue, Video

Survivability an Issue for Rift’s Warrior Class in PVP


The most common critique of the Warrior class, as eloquently framed by a sharp player named Lunacresia on my server, is the lack of survivability of Warriors in PVP.

There are multiple factors which synergistically contribute to the lack of survivability:

  1. Damage by many specs/classes is not Physical, so Plate armor doesn’t provide as much value relative to other games
  2. Warriors do not share a built-in stat or mechanic that boosts their durability significantly compared to other games. E.g. there is no equivalent of WAR’s Toughness mechanic (which provided flat mitigation), which Warriors were able to stack in their spec
  3. Warriors deal their most effective damage and CC in melee range, but many Warrior specs lack CC breakers that enable them to consistently avoid getting kited
  4. Warriors lack either the escapability or self-healing capability of other classes

I have played durable melee classes in other games, including:

  • LOTRO Captain (medium armor, very high HP, some self-healing)
  • WAR Swordmaster (plate armor, high HP, high mitigation, and high on-use avoidance for 2H via Wall of Darting Steel)
  • WoW Protection Paladin (plate armor, high HP, high mitigation)

While playing those 3 classes, other (intelligent) enemy players actively avoided targeting me if other squishier targets were available. That makes sense.

However, in Rift this is not the case. By 50, everyone seems to have figured out that Warriors have limited survivability, and players actively target Warriors to burn them down, even a high-HP shield-bearing player such as my Riftblade/Paladin Warrior.

There have been various suggestions made as to how to address the current lack of survivability. The simplest and most elegant solution I have read is to add an Elemental Resistance component to Plate armor. This would address issues #1 and #2 above, and increased durability would enable a Warrior to survive long enough for gap-closing cooldowns to be available for use which partially addresses issue #3 above. The lack of escapability and self-healing (issue #4) is a problem not easily solved. But by simply adding Elemental Resistance to make Warriors more durable, as they are in every other game I have played, would help address a lot of the frustration of the playerbase.

As a closing thought, I want to say that I enjoy my Warrior and love the spec that I play. But not everyone is willing to run as a 1H Riftblade/Paladin and that is completely understandable, and as a Warrior I want what is balanced and fair as a whole for my class, including specs which I do not play.

Posted in PVP, RIFT, Warrior

Which Rift Class to Roll for My Alt?


I’m still working on ranking up my Warrior in PVP – currently about halfway through Prestige Rank 3 to Rank 4.

Prior to the announcement of the 1.2 Alpha Patch notes, I was considering rolling a Marksman Rogue for an alt, because I thought it would be fun to roll a kiting spec after playing melee the past two games and players have said MM is underpowered. Now that Marksman is getting buffed a bit in 1.2, I’m less motivated to play it. On top of that, there seems to be a shortage of healers in PVP, so rolling another DPS won’t help that issue.

My only alt to date is a level 14 Justicar Cleric, who I shelved to finish leveling my Warrior from 40 to 50. I have played melee healers in multiple games (LOTRO Captain, WAR Warrior Priest, Aion Chanter, Allods Online Melee Healer, WoW Prot Pally) and I tend to love melee healer mechanics. Therefore, Justicar is an appealing spec to me. However, Clerics are very strong in Rift, and I generally have more fun playing specs that are viewed as underpowered – it tends to be challenging and I like to debunk myths and inaccurate perceptions.

I am interested in playing an alt, so I have some thinking to do about what to roll.

Posted in PVP, RIFT
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