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	<title>PC Gaming Buzz &#187; Rift</title>
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		<title>Rift future plans</title>
		<link>http://www.pcgamingbuzz.com/2011/rift-future-plans/</link>
		<comments>http://www.pcgamingbuzz.com/2011/rift-future-plans/#comments</comments>
		<pubDate>Sun, 24 Jul 2011 07:51:37 +0000</pubDate>
		<dc:creator>PGgaminGuy</dc:creator>
				<category><![CDATA[Massive Online gaming]]></category>
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		<category><![CDATA[Rift]]></category>
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		<guid isPermaLink="false">http://www.pcgamingbuzz.com/?p=7798</guid>
		<description><![CDATA[Hey, everyone. Following the release of 1.3 last month, we realized that we&#8217;ve spent so much time working on the game that we haven&#8217;t taken the time to do a big, public update with some of the things that are coming up for RIFT. After looking at all of the things currently happening in the studio, the piece you&#8217;re about to read took on a life of its own. Why did that happen? Between the sheer volume of great things going on and the staggering number of people working on them, one point kept getting hammered home: QUALITY OF THE ASCENDED LIFE Following the release of the Ascend-a-Friend program, the Free Trial, and other programs, we&#8217;ve been watching how your invited friends and all the other new folks have been reacting to the game &#8211; Where they do well, where they get blocked, and so on &#8211; Both in feedback and gameplay data. As you&#8217;ve likely seen in recent updates, we&#8217;ve been responding to the places they&#8217;ve gotten stuck or frustrated, to make sure that their experience into RIFT is even better for them than it was when all of us started playing the game. Instead of holding on to these fixes for a bigger update in the future, we&#8217;ve been working on getting them out in the regular hotfix schedule. As a result, here are a few of the overall quality-of-life improvements that are either already live or in progress: Tuning zone flows, density, and respawns through key areas in the world beginning with Freemarch and Silverwood, all the way through Iron Pine Peak, to improve fun, preserve challenge, and reduce needless frustration. In an upcoming update, we&#8217;ll be significantly improving the clarity of how new souls are granted to make this key aspect of the game a lot more smooth when people join up. (We&#8217;ve all seen or answered the questions in global chat &#8211; And I&#8217;m sure many of us have had to explain Roles vs. Souls to a confused friend or two also.) We evaluated (and removed) the Exposed mechanic. Ensuring that more people get to participate in the unique fun that is RIFT&#8217;s invasions, zone events, and their colossi. Even further improving zone event bosses&#8217; ability to provide the appropriate challenge for a much wider range of zone populations &#8212; larger and smaller. Many of our zone event Colossi are balanced well, but a handful have special abilities that aren&#8217;t clear enough, or could come up with near instant-death combos. Those are all being updated. We’ve also been targeting frequently-feedbacked areas for visual upgrades. Overall quality is high, but the appearance and diversity could benefit from improvement (Scarwood Reach &#8211; We&#8217;re looking at you here.) An improved default swimming camera is already live, and there’s a little less swimming required right off the bat. Crafting and other non-combat activities such as Artifacts are a frequent place that we hear feedback as well. We&#8217;ve made some improvements here, and have even more in the plans for...]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.pcgamingbuzz.com/wp-content/uploads/2011/07/Rift-future.gif"><img class="alignright size-full wp-image-7800" title="Rift-future" src="http://www.pcgamingbuzz.com/wp-content/uploads/2011/07/Rift-future.gif" alt="Rift future Rift future plans" width="330" height="170" /></a>Hey, everyone. Following the release of 1.3 last month, we realized that we&#8217;ve spent so much time working on the game that we haven&#8217;t taken the time to do a big, public update with some of the things that are coming up for RIFT.</p>
<p>After looking at all of the things currently happening in the studio, the piece you&#8217;re about to read took on a life of its own. Why did that happen? Between the sheer volume of great things going on and the staggering number of people working on them, one point kept getting hammered home:</p>
<h2>QUALITY OF THE ASCENDED LIFE</h2>
<p>Following the release of the Ascend-a-Friend program, the Free Trial, and other programs, we&#8217;ve been watching how your invited friends and all the other new folks have been reacting to the game &#8211; Where they do well, where they get blocked, and so on &#8211; Both in feedback and gameplay data.</p>
<p>As you&#8217;ve likely seen in recent updates, we&#8217;ve been responding to the places they&#8217;ve gotten stuck or frustrated, to make sure that their experience into RIFT is even better for them than it was when all of us started playing the game. Instead of holding on to these fixes for a bigger update in the future, we&#8217;ve been working on getting them out in the regular hotfix schedule.</p>
<p>As a result, here are a few of the overall quality-of-life improvements that are either already live or in progress:<br />
Tuning zone flows, density, and respawns through key areas in the world beginning with Freemarch and Silverwood, all the way through Iron Pine Peak, to improve fun, preserve challenge, and reduce needless frustration.<br />
In an upcoming update, we&#8217;ll be significantly improving the clarity of how new souls are granted to make this key aspect of the game a lot more smooth when people join up. (We&#8217;ve all seen or answered the questions in global chat &#8211; And I&#8217;m sure many of us have had to explain Roles vs. Souls to a confused friend or two also.)<br />
We evaluated (and removed) the Exposed mechanic.<br />
Ensuring that more people get to participate in the unique fun that is RIFT&#8217;s invasions, zone events, and their colossi.<br />
Even further improving zone event bosses&#8217; ability to provide the appropriate challenge for a much wider range of zone populations &#8212; larger and smaller.<br />
Many of our zone event Colossi are balanced well, but a handful have special abilities that aren&#8217;t clear enough, or could come up with near instant-death combos. Those are all being updated.<br />
We’ve also been targeting frequently-feedbacked areas for visual upgrades. Overall quality is high, but the appearance and diversity could benefit from improvement (Scarwood Reach &#8211; We&#8217;re looking at you here.)<br />
An improved default swimming camera is already live, and there’s a little less swimming required right off the bat.<br />
Crafting and other non-combat activities such as Artifacts are a frequent place that we hear feedback as well. We&#8217;ve made some improvements here, and have even more in the plans for the coming months.<br />
We&#8217;ll be removing the &#8220;mystery failures&#8221; around the system of crafting Augmentation. We see that many people do use the Augmentation system a lot, but the act of gambling the augment itself induces quite a bit of rage when it doesn&#8217;t work out. We&#8217;ll be keeping the good parts of the system while removing the rage. (Either you&#8217;ll be skilled enough to use the augment, or not.)<br />
Also around crafting, look for more high-end, powerful recipes to make their debut in a coming update.<br />
Taking non-combat activities even further is the idea of secondary skills for all. We&#8217;re also big fans of adding to the &#8220;worldiness&#8221; of the world, and new skills definitely enhance that. We&#8217;ll be evaluating people&#8217;s thoughts for these as we firm up our plans here over the coming months.</p>
<h2>WORLD EVENTS, ZONE EVENTS, and RIFTS</h2>
<p>Our second World Event, Waves of Madness, is underway, in which we&#8217;ve taken what we&#8217;ve learned since launch and applied it to this next iteration, making more key story moments available to all who want to participate.<br />
Returning again are the rewards for chasing down the appropriately themed plane&#8217;s content for the duration of the event.<br />
Improved since the initial event are:</p>
<ul>
<li>More discrete phases that last longer</li>
<li>The ability to get caught up with the story by visiting Hammerknell and interacting with the local NPCs there. You no longer have to be present the instant the phases change over to see the vignettes play out.</li>
<li>Quests that change with the advancement of the event&#8217;s phases.</li>
<li>The ability to pass rewards and currency between your characters.</li>
<li>As we add more world events, each one comes with new zone events for players of all levels, which remain available even after the event completes.</li>
</ul>
<p>One thing to keep in mind is that even in addition to World Events, we&#8217;ve added new Zone Events and rifts with new appearances and gameplay each update. Zone Events continue to be a great driver of a lot of fun world activity, and this is something we definitely plan on continuing.</p>
<p>Beyond the zone events, let’s talk about some of the newer types of rifts.</p>
<p>The weekly Crafting Rifts were introduced with the goal of getting a new type of activity for crafters to take part in that would help them in their crafting. We wanted to introduce a new social dynamic to the act of gaining resources.</p>
<p>Those new types of rifts have been a popular, low-friction way for people to get a little extra harvesting in each week. We’re still going to be improving the cost vs. reward, but the core concept is working out pretty well. For now, most people seem to enjoy them quite a bit socially in big groups, which is a pretty good start. We&#8217;ll be keeping an eye out for new, fun things like this in the future as well.</p>
<p>The Raid Rift dailies introduced in 1.2 are also working out really well. The challenge there was to create an incentive for an activity that wasn&#8217;t burdened by lockouts, such that more people could help out more than once a day if they choose. Those have worked out amazingly well for pickup raids of 10 to 20. Just about all of the servers have multiple pickup raids engaging more people in the shared world than we had ever hoped, every single day.</p>
<p>Now that you can buy lures directly for planarite without having to mess around with corrupted souls and husks if you choose, a whole lot more people are taking part here as well.</p>
<p>More on what&#8217;s next for a new type of Rift will be coming up a little further down in this letter&#8230;</p>
<p>WHAT&#8217;S IN IT FOR ME?</p>
<p>Here&#8217;s something that we&#8217;re going to be getting better at: We&#8217;ve spent a lot of promotional effort on our raids since launch. As a development team, it&#8217;s very tempting to show the current story of the new raid and make a cool video of it. We spend a lot of time on these places and creatures, and we really enjoy showing them off. We&#8217;ve been doing a lot of that since launch.</p>
<p>At the same time, we genuinely do understand that not everyone sees themselves as a raider. We also understand that when we emphasize the raiding aspect of the game in this way, we can end up unintentionally alienating people who don&#8217;t see that kind of playstyle in their future.</p>
<p>While both 10 and 20 player raids will definitely continue (a large number of people really do enjoy them), we agree that it&#8217;s time for other popular styles of the play to get that same class of treatment.</p>
<p>These styles are best described as: PvP in Rift and High Adventure for Everyone.</p>
<h2>PVP IN GENERAL</h2>
<p>PvP is always a contentious topic &#8211; Some people who enjoy it do so to the exclusion of all else, and want it out in the world. Others prefer to play in a more structured, instanced environment, where they&#8217;re in more control of their PvP experience. We&#8217;re happy to be taking both of these activities to their next level in RIFT.</p>
<h2>WORLD PVP</h2>
<p>This is another place we&#8217;re going to do better. To start out, some background&#8230;</p>
<p>Initially, our hope was that Ancient Wardstones, Zone Events, and Raid Rifts would be good tools to let people create their own hotspots of world PvP activity on PvP servers. Results from our initial plans were mixed.</p>
<p>In our first update, we began rewarding world PvP encounters significantly higher than equivalent warfront encounters, as one step. We then evaluated the parts that worked and the parts that didn&#8217;t. Our conclusions:<br />
Raid rifts do work as PvP activity attractions on some servers, but not others.</p>
<p>By their nature, they&#8217;re spotty.<br />
Zone events tend to work as PvP catalysts in high level zones, but not quite as well as we&#8217;d like. They end up competing with the primary activity of the event itself, and they&#8217;re also not available on-demand.<br />
Ancient Wardstones tended to not work as PvP activity attractions at all.</p>
<p>In 1.3, we added the concept of the daily world hotspot via daily quests that draw similarly minded Level 50 Guardians and Defiants to the same areas each day, and also added really good, unique rewards for participating in world PvP. World PvP activity has seen an increase as a result. These quests have definitely been a good start.</p>
<p>Next, we&#8217;re adding the concept of PvP Rifts. You&#8217;ll get to check those out on the Public Test Shard before too long. PvP Rifts take advantage of our dynamic content by creating a competitive PvP objective in an area of the world that&#8217;s very rewarding to participate in. The goal is to create places where there&#8217;s guaranteed to be intense, focused PvP activity. (You know. Other than Zareph’s Return.</p>
<p>Done right, these will be places where PvP isn&#8217;t a distraction from the goal &#8212; PvP is the goal.</p>
<p>We really are looking forward to seeing how they&#8217;re received. If they succeed, we have even further plans for how to grow the system from there, all the way to zone events and potentially even new areas with an even higher focus on PvP activity.</p>
<p>WARFRONTS</p>
<p>Some people prefer their PvP in smaller chunks or in a more coordinated fashion with their premade groups of friends vs. others who are just as skilled. RIFT is a large enough game to where both types of activities can and should be well supported.</p>
<p>We&#8217;ve been working on Warfront queuing balance over the past weeks, as many of you are already well aware. The issue of coordinated premades vs. solo and paired folks has been a long standing point of contention.</p>
<p>When the mismatches are significant and constant, it&#8217;s less fun for everyone &#8212; Most skilled, well-coordinated premades don&#8217;t find long term fun if the corresponding challenge isn&#8217;t there on the other side.<br />
Likewise, being on the receiving end of a coordinated premade isn&#8217;t a lot of fun for the typical solo or duo player. In a perfect world, those people would be able to grow up and eventually become that awesome themselves, perpetuating a healthy cycle of competition. In places where the matches are constantly uneven, this dynamic doesn&#8217;t really occur.</p>
<p>Our initial take at balancing queuing (premade vs. premade, solo/duo vs. solo/duo) swung too far in the direction of too much segregation and too long of queues for premades. We&#8217;ve already made internal updates to improve that, to aim for a balance point that works for both groups.</p>
<p>As we continue tuning that balance, there are a few other things that we’re working on in parallel:</p>
<p>Following the release of Character Transfers, we’ve been working on arranging all of the non-trial servers into combined Wargroups, which are the groups of shards that are all banded together for cross-server Warfronts. As more people are playing together, the experience should improve globally.</p>
<p>We&#8217;re working on brand new warfronts for the future (including one that gives PvPers a chance to see part of a zone that would have previously been exclusively for raiders)!</p>
<p>We’re also working on new gameplay modes of existing warfronts that we&#8217;ll be rotating in and out one at a time, with the goal of giving people new and fun ways to play, without creating too many subdivisions of queued players to where queue times would increase dramatically. In the first, you’ll be seeing a new gameplay type, called Escalation. That’s in internal testing right now.</p>
<p>The first of those alternate modes will be making their debut with 1.4, and we look forward to seeing if this is something received well enough tobe worth continuing in the future. If so, we plan on rotating others in, in the updates following.</p>
<h2>PVP REWARDS AND PROGRESSION</h2>
<p>Surrounding both World and Warfront PvP, we&#8217;ll also be extending out the PvP ranks to continue the progression, with new ranks and rewards.</p>
<p>These new rewards will be available in a way that makes those of you who have already attained Rank 6 (and the associated gear) feel like that was a wise way to spend your time and favor. For those select few of you who are already buying top of the line Rank 6 gear, or will be doing so over the coming weeks, please do not worry about continuing to spend your favor on it &#8211; We won&#8217;t make you regret that decision.</p>
<h2>HIGH ADVENTURE FOR EVERYONE</h2>
<p>Also behind the scenes, we&#8217;ve already begun planning out new kinds of adventure to be had in Telara.<br />
As we&#8217;ve watched both the dynamic and static content of the world evolve post-launch, there have been some consistent themes in ways to make the game even better. This is definitely a place where your feedback, combined with our own experiences, has been steering our focus over the past weeks and months.</p>
<p>First off, RIFT is a game where getting to max level is intended to happen at a pretty accessible rate. People who have experience with different MMOs, or end up in active, helpful guilds end up doing really well in understanding what’s fun to do &#8220;next.&#8221;</p>
<p>Once you turn 50 in the game, there&#8217;s Port Scion, Prestige ranks, level 50 Events, expert instances, expert rifts, raid rifts, 10 and 20 player raids, epic quest lines, and still more, including the recently added level 50 “Twisted” artifact collections. The experience just isn&#8217;t quite as directed as it was the moment before the ding occurred.</p>
<p>A whole lot of people enjoy the freedom of picking an activity to go do &#8220;next,&#8221; and just running with it, enjoying the dynamic elements that happen along the way. Others enjoy knowing there&#8217;s a raid game waiting for them and continue the logical progression that way.</p>
<p>RIFT does its job really well for those groups of people. If you prefer a bit more direction, hitting 50 can be a pretty abrupt experience. Internally, we&#8217;ve spent a lot of time on this.</p>
<p>There are three main categories of things that we have in development here. I apologize in advance for being a little vague, but we&#8217;ll get more specific on them as their time gets closer.</p>
<h2>INSTANT ADVENTURE</h2>
<p>We’ve been working on a new type of gameplay, called Instant Adventure. The goal is to deliver on a similar dynamic to the hectic fun of zone events, while making that kind of fun more available when you want it, by giving people a really accessible way to build up to it.</p>
<p>Here’s the thinking: If you&#8217;re around when a mass event of your level happens, with a bunch of other people around, it&#8217;s generally a great, unique experience! You can hang out for a time and stay to the end, but if you need to drop out, it&#8217;s entirely guilt-free.</p>
<p>Many of you agree that this epic-style gameplay is a unique strength of RIFT that you enjoy a lot. We’ve been really excited to push that aspect of the game even further. Expect to begin hearing more in the relatively near future.</p>
<h2>NEW INSTANCES: CHRONICLES OF TELARA</h2>
<p>We&#8217;ve also been working on ways to get a similar sense of involvement with key story characters, and new key areas, in a way that&#8217;s available to more people.</p>
<p>The story involvement with world events is a good first step here, but we think there&#8217;s even more we can do. Chronicles of Telara are solo/small group instances that get everyone involved with key characters and villains in the worlds’ ongoing story.</p>
<p>We&#8217;re aiming to do this in a way that is accessible to solo and duo people who may well be great players, and excellent friends who really enjoy Telara, but may not have the uninterrupted time they’d like. These are shaping up to be a really fun way to make sure you can stay involved with the story.</p>
<p>We&#8217;re going to be working on these in a way such that they&#8217;re fun to do for the most casual of players, all the way to the people who are already enjoying the raid game and interested in new things to do in their downtime. (Even the hardest core raider doesn&#8217;t raid 24/7!)</p>
<p>Telara needs to be a world that&#8217;s capable of entertaining all kinds of people, who like all different kinds of things &#8211; When we succeed there, everyone wins.</p>
<h2>WHEN THE END GAME BEGINS</h2>
<p>Additionally, we recognize that once you hit 50, there’s an immediate aspect of the game that could be improved to feel a lot better. The experience gain just suddenly stops, yet there continue to be a ton of things to do in the world that would otherwise keep awarding it. This is something that we also haven’t talked about in public yet, as it’s all been internal development to this point.</p>
<p>Rest assured that we have been concepting new post-50 uses for experience, and we’re set on including a continuing reward mechanic for further progression here, without making it a mandatory grind.</p>
<p>We’re really looking forward to getting a solid use for that experience being gained. It should provide a really fun and rewarding context to the totality of the content that exists in the world &#8211; both that which exists today, as well as new kinds of content we’ll continue adding in the future. Similarly, look for more on this in the coming weeks.</p>
<h2>THE GAME OUTSIDE THE GAME</h2>
<p>While all of these things continue to go on inside the game itself, we&#8217;ve spent the past few months continuing development on our external presence for the game!</p>
<p>We launched RIFT with our data feeds that turned everyone into a potential site builder with player-discovered RIFT data such as creatures, items, recipes, quests, and achievements. Many sites and smartphone apps (professional and hobbyist alike) have taken us up on the offer and thrived. That discovery data powers many of the sites that a lot of you use each and every day!</p>
<p>In 1.3, we included new client logging that some sites have already begun using to enhance their ability to create a picture of what&#8217;s available in Telara, and where, drawn from players&#8217; actual experiences in the world &#8212; Creating new and interesting ways to learn about the world of Telara.</p>
<p>In parallel with all of this, we&#8217;ve been quietly working on both web and mobile developments for the future.</p>
<p>Picture a world where you can interact with the game and your friends in ways that you can&#8217;t today, when you&#8217;re not in front of the game itself. There&#8217;s a bunch of excitement in store here, and we&#8217;re looking forward to hearing what people really want out of external access and interactive features.</p>
<p>We&#8217;ve got our ideas on this, and we&#8217;d like to hear yours too. These are goals of ours that extend more through the end of the year than in an immediate update.</p>
<p>There you have it. Those are the things we’ve been working on over the past few months that we thought you’d find the most interesting. We look forward to each of their rollouts!</p>
<p>Even after all of that, there&#8217;s still even more going on in the studio that we&#8217;ll be talking about in the farther off future.</p>
<p>&nbsp;</p>
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		<title>Rift to launch today (March the 1st 2011)</title>
		<link>http://www.pcgamingbuzz.com/2011/rift-to-live-today-march-the-1st-2011/</link>
		<comments>http://www.pcgamingbuzz.com/2011/rift-to-live-today-march-the-1st-2011/#comments</comments>
		<pubDate>Tue, 01 Mar 2011 10:50:57 +0000</pubDate>
		<dc:creator>PGgaminGuy</dc:creator>
				<category><![CDATA[PC Game News]]></category>
		<category><![CDATA[Rift]]></category>
		<category><![CDATA[launch]]></category>
		<category><![CDATA[Live]]></category>
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		<guid isPermaLink="false">http://www.pcgamingbuzz.com/?p=3961</guid>
		<description><![CDATA[The forces of the Ascended will soon swell with new recruits as everyone who has pre-ordered RIFT will be able to join in the defense of Telara. Guardians and Defiant alike will take up arms as the six planes invade and the battle against the Blood Storm begins. If you have the RIFT beta client on your hard drive, be sure to uninstall it before installing RIFT. Steam™ &#38; Amazon® download customers – If you’ve already downloaded the client from Steam or Amazon, there’s no need to download it again. Just make sure your game is patched! Pre-order customers – Please remember, you must have a Product Registration Code applied to your account to continue access when RIFT launches (North America: Mar. 1, 2011 / Europe: Mar. 4, 2011). &#160;]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.pcgamingbuzz.com/wp-content/uploads/2011/03/Rift-go-live.gif"><img class="alignright size-full wp-image-3962" title="Rift-go-live" src="http://www.pcgamingbuzz.com/wp-content/uploads/2011/03/Rift-go-live.gif" alt="Rift go live Rift to launch today (March the 1st 2011)" width="157" height="195" /></a>The forces of the Ascended will soon swell with new recruits as everyone who has pre-ordered RIFT will be able to join in the defense of Telara. Guardians and Defiant alike will take up arms as the six planes invade and the battle against the Blood Storm begins.</p>
<p><a href="http://update2.triongames.com/patcher/public/Rift_LIVE_Patcher_setup.exe"><img src="http://www.riftgame.com/img/_lang/en/headstart/downloadbutton-en.png" alt="downloadbutton en Rift to launch today (March the 1st 2011)"  title="Rift to launch today (March the 1st 2011)" /></a></p>
<p>If you have the RIFT beta client on your hard drive, be sure to uninstall it before installing RIFT.</p>
<p><strong>Steam™ &amp; Amazon® download customers</strong> – If you’ve already downloaded the client from Steam or Amazon, there’s no need to download it again. Just make sure your game is patched!</p>
<p><strong>Pre-order customers</strong> – Please remember, you must have a Product Registration Code applied to your account to continue access when RIFT launches (North America: Mar. 1, 2011 / Europe: Mar. 4, 2011).</p>
<p>&nbsp;</p>
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		<title>Rift launch servers announced</title>
		<link>http://www.pcgamingbuzz.com/2011/rift-launch-servers-announced/</link>
		<comments>http://www.pcgamingbuzz.com/2011/rift-launch-servers-announced/#comments</comments>
		<pubDate>Thu, 24 Feb 2011 18:09:32 +0000</pubDate>
		<dc:creator>PGgaminGuy</dc:creator>
				<category><![CDATA[Massive Online gaming]]></category>
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		<category><![CDATA[rpg]]></category>
		<category><![CDATA[server]]></category>

		<guid isPermaLink="false">http://www.gamertechtv.com/?p=3816</guid>
		<description><![CDATA[Trion have announced the live servers for the MArch 1st launch of Rift online (PC), so make sure you and your friends have picked the correct PP or Roleplaying server and have some fun European Servers (player versus environment, player versus player, role-playing) English Blightweald &#8211; PVE Cloudborne &#8211; PVP Firesand &#8211; PVP-RP Icewatch &#8211; PVE Steampike &#8211; PVE Whitefall &#8211; PVP Argent &#8211; RP German Akala &#8211; RP Brutwacht &#8211; PVE Trübkopf &#8211; PVP Spross-Passage DE &#8211; PVE French Brisesol &#8211; PVE Rubicon - PVP Tempête &#8211; RP US Servers Belmont - PVE Briarcliff &#8211; PVP Byriel &#8211; PVE Deepstrike &#8211; PVP Faeblight &#8211; RP Gnarlwood &#8211; PVE Greybriar &#8211; PVE Keenblade &#8211; PVE Lotham - PVP Reclaimer &#8211; PVP Seastone &#8211; PVP Shadefallen &#8211; RP Shatterbone &#8211; PVE Snarebrush &#8211; PVP Spitescar &#8211; PVP Sunrest PVP-RP Wolfsbane &#8211; PVE &#160;]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.gamertechtv.com/wp-content/uploads/2011/02/Rift-server-names.jpg"><img class="alignright size-full wp-image-3817" title="Rift-server-names" src="http://www.gamertechtv.com/wp-content/uploads/2011/02/Rift-server-names.jpg" alt="Rift server names Rift launch servers announced" width="207" height="293" /></a>Trion have announced the live servers for the MArch 1st launch of Rift online (PC), so make sure you and your friends have picked the correct PP or Roleplaying server and have some fun</p>
<p><strong>European Servers (player versus environment, player versus player, role-playing)</strong></p>
<p><strong>English</strong></p>
<ul>
<li>Blightweald &#8211; PVE</li>
<li>Cloudborne &#8211; PVP</li>
<li>Firesand &#8211; PVP-RP</li>
<li>Icewatch &#8211; PVE</li>
<li>Steampike &#8211; PVE</li>
<li>Whitefall &#8211; PVP</li>
<li>Argent &#8211; RP</li>
</ul>
<p><strong>German</strong></p>
<ul>
<li>Akala &#8211; RP</li>
<li>Brutwacht &#8211; PVE</li>
<li>Trübkopf &#8211; PVP</li>
<li>Spross-Passage DE &#8211; PVE</li>
</ul>
<p><strong>French</strong></p>
<ul>
<li>Brisesol &#8211; PVE</li>
<li>Rubicon	- PVP</li>
<li>Tempête &#8211; RP</li>
</ul>
<p><strong>US Servers</strong></p>
<ul>
<li>Belmont	- PVE</li>
<li>Briarcliff &#8211; PVP</li>
<li>Byriel &#8211; PVE</li>
<li>Deepstrike &#8211; PVP</li>
<li>Faeblight &#8211; RP</li>
<li>Gnarlwood &#8211; PVE</li>
<li>Greybriar &#8211; PVE</li>
<li>Keenblade &#8211; PVE</li>
<li>Lotham	- PVP</li>
<li>Reclaimer &#8211; PVP</li>
<li>Seastone &#8211; PVP</li>
<li>Shadefallen &#8211; RP</li>
<li>Shatterbone &#8211; PVE</li>
<li>Snarebrush &#8211; PVP</li>
<li>Spitescar &#8211; PVP</li>
<li>Sunrest	PVP-RP</li>
<li>Wolfsbane &#8211; PVE</li>
</ul>
<p>&nbsp;</p>
]]></content:encoded>
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		<title>Rift &#8211; Dynamic invasions trailer</title>
		<link>http://www.pcgamingbuzz.com/2011/rift-dynamic-invasions-trailer/</link>
		<comments>http://www.pcgamingbuzz.com/2011/rift-dynamic-invasions-trailer/#comments</comments>
		<pubDate>Tue, 15 Feb 2011 10:14:30 +0000</pubDate>
		<dc:creator>PGgaminGuy</dc:creator>
				<category><![CDATA[PC Game Trailers]]></category>
		<category><![CDATA[Rift]]></category>
		<category><![CDATA[MMO]]></category>
		<category><![CDATA[Online]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[pvp]]></category>
		<category><![CDATA[rift]]></category>
		<category><![CDATA[rpg]]></category>
		<category><![CDATA[RVR]]></category>
		<category><![CDATA[trion]]></category>

		<guid isPermaLink="false">http://www.gamertechtv.com/?p=3634</guid>
		<description><![CDATA[Check out this new Rift trailer from Trion, composed entirely of in-game footage the clip illustrates the zone-wide invasions, awesome stuff]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.gamertechtv.com/wp-content/uploads/2011/02/Rift-dynamic-invasion.jpg"><img class="alignnone size-full wp-image-3635" title="Rift-dynamic-invasion" src="http://www.gamertechtv.com/wp-content/uploads/2011/02/Rift-dynamic-invasion.jpg" alt="Rift dynamic invasion Rift   Dynamic invasions trailer" width="481" height="260" /></a></p>
<p>Check out this new Rift trailer from Trion, composed entirely of in-game footage the clip illustrates the zone-wide invasions, awesome stuff</p>
<p><object id="viddler" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="437" height="288" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowScriptAccess" value="always" /><param name="allowFullScreen" value="true" /><param name="flashvars" value="fake=1" /><param name="src" value="http://www.viddler.com/player/4beb96ad/" /><param name="name" value="viddler" /><param name="allowfullscreen" value="true" /><embed id="viddler" type="application/x-shockwave-flash" width="437" height="288" src="http://www.viddler.com/player/4beb96ad/" allowscriptaccess="always" allowfullscreen="true" flashvars="fake=1" name="viddler"></embed></object></p>
]]></content:encoded>
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		<title>Rift BETA 6 planar war details</title>
		<link>http://www.pcgamingbuzz.com/2011/rift-beta-6-planar-war-details/</link>
		<comments>http://www.pcgamingbuzz.com/2011/rift-beta-6-planar-war-details/#comments</comments>
		<pubDate>Fri, 04 Feb 2011 07:08:18 +0000</pubDate>
		<dc:creator>PGgaminGuy</dc:creator>
				<category><![CDATA[Massive Online gaming]]></category>
		<category><![CDATA[Rift]]></category>
		<category><![CDATA[BETA 6]]></category>
		<category><![CDATA[MMO]]></category>
		<category><![CDATA[Patch]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[rift]]></category>
		<category><![CDATA[rpg]]></category>

		<guid isPermaLink="false">http://www.gamertechtv.com/?p=3433</guid>
		<description><![CDATA[The Rift BETA 6 starts today, the beta servers are scheduled to be available for play from Friday 2/4/2011 at 10AM PST until Monday 2/7/2011 at 10AM PST. Beta #6: Planar War During this event, all previously opened content is available for play. In addition, Planar War includes a new level cap of 35, the shared zone of Scarwood Reach, and its associated dungeon: King&#8217;s Breach. The Warfront of Whitefall Steppes is also open. Localized versions of the game are available in French and German through the patcher Settings menu. Please be aware that some translations may still be in progress! You can report any localization issues through feedback in game or in the French and German beta sub-forums.]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.gamertechtv.com/wp-content/uploads/2011/02/Rift-BETA-6.jpg"><img class="alignright size-full wp-image-3434" title="Rift-BETA-6" src="http://www.gamertechtv.com/wp-content/uploads/2011/02/Rift-BETA-6.jpg" alt="Rift BETA 6 Rift BETA 6 planar war details" width="400" height="218" /></a></p>
<p>The Rift BETA 6 starts today, the beta servers are scheduled to be available for play from Friday 2/4/2011 at 10AM PST until Monday 2/7/2011 at 10AM PST.</p>
<h2>Beta #6: Planar War</h2>
<p>During this event, all previously opened content is available for play. In addition, Planar War includes a new level cap of 35, the shared zone of Scarwood Reach, and its associated dungeon: King&#8217;s Breach. The Warfront of Whitefall Steppes is also open.</p>
<p>Localized versions of the game are available in French and German through the patcher Settings menu. Please be aware that some translations may still be in progress! You can report any localization issues through feedback in game or in the French and German beta sub-forums.</p>
]]></content:encoded>
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		<title>Rift BETA 4 &amp; 5 Patch notes</title>
		<link>http://www.pcgamingbuzz.com/2011/rift-beta-4-5-patch-notes/</link>
		<comments>http://www.pcgamingbuzz.com/2011/rift-beta-4-5-patch-notes/#comments</comments>
		<pubDate>Tue, 01 Feb 2011 08:30:36 +0000</pubDate>
		<dc:creator>PGgaminGuy</dc:creator>
				<category><![CDATA[PC Game News]]></category>
		<category><![CDATA[Rift]]></category>
		<category><![CDATA[Beta]]></category>
		<category><![CDATA[notes]]></category>
		<category><![CDATA[Patch]]></category>
		<category><![CDATA[rift]]></category>

		<guid isPermaLink="false">http://www.gamertechtv.com/?p=3359</guid>
		<description><![CDATA[Just in case you are wondering what the Rift Devs are working on, they are constantly play balancing and making bug fixes which are resulting from the BETA test feedback, which is very cool, a nice example would be the public grouping feature which was added to Rift after some BETA feedback, my kind of Devs&#8230; Rift BETA Patch 5 FEATURED Public Groups are now in! See below under PUBLIC GROUPS for details. Discovery system is in progress! See under DISCOVERY for more details. Added a Currency panel to the character sheet that replaces currency tokens previously taking up inventory space. Updates to tab targeting system below under TARGETING. Added a toggled PvP Auto Flag option to help with accidental flagging. See under PVP AUTO-FLAGGING. The Raid Manager and Raidframes now colorize player names based on Role, instead of Calling. Apothecary crafting skill has gotten a complete makeover! See below under CRAFTING for details. Rogues now regenerate Energy during the global cooldown. Using abilities will no longer pause energy regeneration. Energy Regeneration rate is now consistent at 20/second. GENERAL GAMEPLAY Completing Artifact collections now awards Lucky Coins. Turn these in to Artifact Collectors in Sanctum and Meridian for new rewards! Many meta-collections now have unique rewards! Pets now keep their custom names after you increase the rank of the ability that summons them. Nameplates for companion pets now say &#8216;(Yourname)&#8217;s Companion&#8217;. These are 50% smaller than regular nameplates. Added additional filtering for pet names. Players can no longer hide from /target with a cleverly named pet. Failed area quests (such as zone events) can now be abandoned from the quest log, and are also auto-removed from the log when the player logs out. Quests that remove their quest items when deleted or abandoned now also check your bank. Questgivers should not have icons over their heads when they are dead or in combat. Guild quests now added for guild levels 11-20. Rest experience is only gained in friendly hubs. If a teleport fails, you now get a message indicating it didn&#8217;t work. Random name generator should now spit out a wider variety of names. You can no longer equip or unequip items while dead. Corpse tooltips no longer show &#8216;level 0&#8242;. Minimum character name length has been set to 2 characters. You will now be disconnected if you are AFK at the character selection screen for 1 hour. PUBLIC GROUPS A new &#8216;Join Public Group&#8217; button will appear on-screen when fighting an event (Rift, Invasion, etc.) with someone willing to group. You can toggle your availability for public groups by right-clicking your character portrait. Your setting will persist through logout. Group or Raid leaders gain an option in their character&#8217;s context menu that sets whether the group/raid is Public or Private. This option is not available in Warfronts. Changing this setting sends a message to current group/raid members with the updated status. If a targeted player is available for public grouping, there will be a button above their portrait. Mousing...]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.gamertechtv.com/wp-content/uploads/2011/02/Rift-patch-notes.jpg"><img class="alignnone size-full wp-image-3360" title="Rift-patch-notes" src="http://www.gamertechtv.com/wp-content/uploads/2011/02/Rift-patch-notes.jpg" alt="Rift patch notes Rift BETA 4 &amp; 5 Patch notes" width="431" height="149" /></a></p>
<blockquote><p>Just in case you are wondering what the Rift Devs are working on, they are constantly play balancing and making bug fixes which are resulting from the BETA test feedback, which is very cool, a nice example would be the public grouping feature which was added to Rift after some BETA feedback, my kind of Devs&#8230;</p></blockquote>
<h2>Rift BETA Patch 5</h2>
<div><strong> FEATURED </strong></p>
<ul>
<li>Public Groups are now in! See below under PUBLIC GROUPS for details.</li>
<li>Discovery system is in progress! See under DISCOVERY for more details.</li>
<li>Added a Currency panel to the character sheet that replaces currency tokens previously taking up inventory space.</li>
<li>Updates to tab targeting system below under TARGETING.</li>
<li>Added a toggled PvP Auto Flag option to help with accidental flagging. See under PVP AUTO-FLAGGING.</li>
<li>The Raid Manager and Raidframes now colorize player names based on Role, instead of Calling.</li>
<li>Apothecary crafting skill has gotten a complete makeover! See below under CRAFTING for details.</li>
<li>Rogues now regenerate Energy during the global cooldown. Using  abilities will no longer pause energy regeneration. Energy Regeneration  rate is now consistent at 20/second.</li>
</ul>
</div>
<div><strong> GENERAL GAMEPLAY </strong></p>
<ul>
<li>Completing Artifact collections now awards Lucky Coins. Turn these  in to Artifact Collectors in Sanctum and Meridian for new rewards!</li>
<li>Many meta-collections now have unique rewards!</li>
<li>Pets now keep their custom names after you increase the rank of the ability that summons them.</li>
<li>Nameplates for companion pets now say &#8216;(Yourname)&#8217;s Companion&#8217;. These are 50% smaller than regular nameplates.</li>
<li>Added additional filtering for pet names.</li>
<li>Players can no longer hide from /target with a cleverly named pet.</li>
<li>Failed area quests (such as zone events) can now be abandoned from  the quest log, and are also auto-removed from the log when the player  logs out.</li>
<li>Quests that remove their quest items when deleted or abandoned now also check your bank.</li>
<li>Questgivers should not have icons over their heads when they are dead or in combat.</li>
<li>Guild quests now added for guild levels 11-20.</li>
<li>Rest experience is only gained in friendly hubs.</li>
<li>If a teleport fails, you now get a message indicating it didn&#8217;t work.</li>
<li>Random name generator should now spit out a wider variety of names.</li>
<li>You can no longer equip or unequip items while dead.</li>
<li>Corpse tooltips no longer show &#8216;level 0&#8242;.</li>
<li>Minimum character name length has been set to 2 characters.</li>
<li>You will now be disconnected if you are AFK at the character selection screen for 1 hour.</li>
</ul>
</div>
<div><strong> PUBLIC GROUPS </strong></p>
<ul>
<li>A new &#8216;Join Public Group&#8217; button will appear on-screen when fighting  an event (Rift, Invasion, etc.) with someone willing to group.</li>
<li>You can toggle your availability for public groups by right-clicking  your character portrait. Your setting will persist through logout.</li>
<li>Group or Raid leaders gain an option in their character&#8217;s context  menu that sets whether the group/raid is Public or Private. This option  is not available in Warfronts. Changing this setting sends a message to  current group/raid members with the updated status.</li>
<li>If a targeted player is available for public grouping, there will be  a button above their portrait. Mousing over the button will show  current grouping information and click the button to join them.</li>
<li>If a group is full, you will see the same button with an appropriate X mark across it.</li>
<li>If you are a group/raid leader and your group will fit, clicking the  button to join someone&#8217;s public group will disband your group/raid and  act as though all members just joined the selected person&#8217;s.</li>
<li>If your group/raid won&#8217;t fit in the selected person&#8217;s open slots, you get an error message.</li>
<li>Destination groups will convert to raids as needed.</li>
</ul>
</div>
<div><strong> DISCOVERY </strong></p>
<ul>
<li>We now call out in Say and Guild chat channels when the following occurs on a server:</li>
<li>The first time an Elite or special loot-dropping NPC is killed,</li>
<li>The first time a Rare or higher Item is looted,</li>
<li>The first time a specific Quest has been completed,</li>
<li>The first time a particular Achievement is earned,</li>
<li>The first time an individual Collection is turned in,</li>
<li>Including the person who did it.</li>
<li>Additional milestones that are called out in Say chat only:</li>
<li>Server-first for items of less than Rare quality.</li>
<li>Server-first kills for general NPCs.</li>
<li>Some special server-firsts may even be broadcast to everyone!</li>
<li>This system doesn&#8217;t give retroactive credit &#8211; so everything is going to be considered &#8216;new&#8217; on Beta for this.</li>
</ul>
</div>
<div><strong> TARGETING </strong></p>
<ul>
<li>Tab Target ordering is now based on a cone in front of the character first, then everything else.</li>
<li>Tab order is reset if you select a target with the mouse, or a target is selected for you (aggro).</li>
<li>Target selection distances now use a more sensitive calculation  based on the closest &#8216;edge&#8217; of a potential target, rather than a  centerpoint.</li>
<li>Pressing tab during combat will no longer select &#8220;Yellow&#8221; mobs.</li>
<li>Enemy Players will only be included in Tab targeting if that player is currently attackable.</li>
<li>Tab will now only allow one target change per keypress, instead of zooming through different targets if held down.</li>
<p>PVP AUTO-FLAGGING</p>
<li>Added a PvP Auto Flagging option that defaults to ON &#8211; turn this off  to restrict auto flagging of any kind. Keep in mind that, while  disabled, you cannot take any PvP action until you flag yourself &#8211; so be  careful around enemy guards! While this is disabled:</li>
<li>AoE cast by non-flagged players will not damage a flagged player.</li>
<li>Pets of non-flagged players should not be able to attack flagged players or their pets.</li>
<li>You will not be able to fight back against a flagged NPC (Guards) until you flag yourself.</li>
<p>- Moving into an area that *should</p>
<li>flag you for PvP &#8211; such as Warfronts &#8211; will still flag you.</li>
<li>You should not be able to heal a PvP flagged player.</li>
<li>You should still be able to buff a PvP flagged NPC if they are out of combat and have no players on their aggro list.</li>
<li>Turning on auto-attack will no longer flag you for PvP if you are too far away to actually hit your target.</li>
</ul>
</div>
<div><strong> CHARACTER SHEET UPDATES </strong></p>
<ul>
<li>Implemented a new character sheet layout. It&#8217;s shiny!</li>
<li>New character sheet includes a Planar Focus UI, so you no longer  need to shift-right click your Focus to see what you have equipped.</li>
<li>Two additional stats are now displayed on the Character sheet. Valor  affects damage received from other players &#8211; the more you have, the  less damage you take. Toughness is a high-level tanking stat that  mitigates critical damage from NPCs.</li>
<li>Pet stat displays only have Valor.</li>
</ul>
</div>
<div><strong> CURRENCY </strong></p>
<ul>
<li>Added a Currency panel to the character sheet.</li>
<li>All tokens that were converted to currency type items will be auto-converted on login.</li>
<li>Motes of Sourcestone are now referred to in-game as Planarite.  Sourcestone items will no longer drop, and existing Sourcestone in your  bank or inventory will be converted into Planarite.</li>
<li>All future currency obtained will automatically go to the Currency tab instead of taking up inventory space.</li>
<li>All Sourcestone-bought items have had their costs converted to  appropriate Planarite costs, and Rift events now drop Planarite in  appropriate amounts.</li>
<li>Updated Sourcestone collecting Achievements to reference Planarite instead.</li>
<p>LOOTING (aka SHINY THINGS)</p>
<li>All loot rolls go to Party chat if you are partied, and Raid chat if raided.</li>
<li>When in a party or raid, you will only see loot roll results if you participated in the roll.</li>
<li>Roll results are no longer displayed as system messages.</li>
<li>/roll no longer displays the channel name to make it more visually distinct from chat messages on the same channel.</li>
<li>We now display the items in the loot window that are being rolled on  for group loot. If everyone passes and the item is still there after  rolling, you can click on it to loot it.</li>
<li>Fixed an issue with area quest loot not being rewarded when your inventory was full, and then disappearing.</li>
<li>Fixed another pesky loot-sparkling corpse bug where there wasn&#8217;t actually loot to obtain.</li>
</ul>
</div>
<div><strong> MAIL </strong></p>
<ul>
<li>Mail with attached items now bounces back to the sender when it expires.</li>
<li>Adjusted mail expiration: 7 days for CoD mail, 30 days for regular mail, and 90 days for returned mail.</li>
<li>Increased mailbox size limits.</li>
<li>We have temporarily disabled the ability to send COD mail until a technical issue is resolved.</li>
</ul>
</div>
<div><strong> RIFTS AND INVASIONS </strong></p>
<ul>
<li>Experience and money rewards have been removed from zone-wide event completions. Other event rewards remain.</li>
<li>The amount of health granted to Rift NPCs when there is high  population in the area has gained some additional granularity and smarts  when it comes to actually affecting the NPCs.</li>
<li>Non-event based Wardstones no longer regenerate health.</li>
<li>Defiant Invasions should now scare the more timid Guardian hub NPCs.</li>
<li>And Guardian Invasions should scare the more timid Defiant hub NPCs.</li>
<li>Invasions summoned by player flares will now despawn 60 seconds  after winning or losing regardless of their combat state. This solves a  bug where these Invaders were getting stuck hanging out in the world.</li>
<li>Each Wardstone or Idol can only be attacked by a player spawned invasion once every 2 minutes.</li>
<li>Invasions which succeed will now despawn after 10 minutes, or 3 minutes if left out of combat.</li>
<li>Invasions will place ‘Invader’s Barrier’ on any Idol they spawn,  preventing all damage to it for the next 10 minutes or until that  invader is defeated.</li>
<li>Invasions no longer aggro as a group and can be split.</li>
<li>If an Invasion general is despawned, rather than killed, it will not  count as a &#8216;kill&#8217; for rewards or quests. Same with Footholds and  despawning versus defeating them.</li>
<li>The large Rift Invaders &#8211; colossi &#8211; should be more visible from a distance.</li>
<li>Wandering mobs should no longer wander on top of upgraded wardstones.</li>
<li>Enemy footholds now show on the map.</li>
<li>Foothold NPCs have their leashing length increased, preventing  players from attacking an idol outside of the effective range of its  defenders.</li>
</ul>
</div>
<div><strong> GUILDS </strong></p>
<ul>
<li>Guild charters now cost 1 platinum.</li>
<li>Group inviting someone from the Guild Roster should be more reliable about inviting the selected person.</li>
</ul>
</div>
<div><strong> COMBAT </strong></p>
<ul>
<li>Rogues: Rogues now regenerate Energy during the global cooldown.  Using abilities will no longer pause energy regeneration. Energy  Regeneration rate is now consistent at 20/second.</li>
<li>Melee crits now increase damage by 150% instead of 200%, to match the crit bonus of Spell crits.</li>
<li>Abilities that are queued before combat starts will no longer be silently dropped.</li>
<li>Spamming ability buttons will no longer result in &#8216;phantom queues&#8217; if you have your ability queue set to &#8216;Short&#8217;.</li>
</ul>
</div>
<div><strong> SOULS </strong></p>
<ul>
<li>Warriors: Cleave abilities now have a proper forward cone, and no longer hit targets behind the Warrior.</li>
<li>Warriors: Auras are now set to not remove when zoning.</li>
<li>Warriors: Power cost on Reactives has been reduced to 10.</li>
<li>Warriors: Enraged Essence and Enraged Companion now share a stacking group and cannot be used at the same time.</li>
<li>Warriors, Rogues: All Area of Effect attacks have caps on how many  targets they can hit. This value is based on specific abilities and when  they are unlocked.</li>
<li>Rogues: Energy cost of Rogue abilities have been increased in general due to the energy regeneration change.</li>
<li>Rogues: Energy cost reduction for Finishers has been reduced to 50%, down from 100% reduction.</li>
<li>Rogues: Abilities that are crowd control and will break on damage  will no longer trigger poison procs. Ex: Marksman&#8217;s Static Shot.</li>
<li>Clerics: Cleric trainers should now properly display previous ranks of an ability as required to purchase further ranks.</li>
<li>It should no longer be possible for anyone but the person who  triggered the Corrupted Soul mob to tag them for Soul quest credit.</li>
</ul>
</div>
<div><strong> ARCHON </strong></p>
<ul>
<li>Martyr&#8217;s Solace: Now increases the absorption amount of Consuming Flames by 2% of the caster&#8217;s max health, per point spent.</li>
<li>Updated icon for Earthen Barrage.</li>
</ul>
</div>
<div><strong> ASSASSIN </strong></p>
<ul>
<li>Fixed a bug to make mobs unable to block/parry/dodge when they are stunned by Foul Play or Paralyzing Strike.</li>
<li>Applying poison buffs no longer breaks stealth.</li>
<li>Slip Away: Now causes the enemy to deselect the Assassin.</li>
<li>Baneful Touch: Increases the damage of your Poison-coated weapons by  50%, up from 30%. Duration increased from 30 seconds to 60 seconds for a  5-point finisher.</li>
<li>Leeching Poison: When the poison triggers, it no longer returns  Energy to the Assassin. Instead, it heals them for a small amount of  health.</li>
<li>Expose Weakness: Range increased to 20 meters, now costs 20 Energy.</li>
<li>Subterfuge: Now also increases the damage of Assassinate, Paralyzing Strike, and Jagged Strike by 10/20%.</li>
</ul>
</div>
<div><strong> BARD </strong></p>
<ul>
<li>Fixed a bug where Motif of Focus was being replaced by Motif of Grandeur.</li>
<li>Motif of Encouragement: Now returns 30 energy to Rogues and 30 Power to Warriors over 15 seconds, down from 50 each.</li>
</ul>
</div>
<div><strong> BEASTMASTER </strong></p>
<ul>
<li>Due to the below changes, characters with soul points spent in Beastmaster have received a free Soul respec.</li>
<li>Tenacious Strike and Primal Senses: These abilities have traded places in the Soul tree.</li>
<li>Pack Mentality: Now increases max Health instead of Armor, and is a 3 point ability instead of 5.</li>
<li>Agile Footwork: Now a 5 point ability instead of 3.</li>
<li>Beast Whisperer: Renamed to Calming Influence, and moved to a 44 point root unlock. Can now put an enemy to sleep.</li>
<li>Backhanded Blow: Moved to a tier 2 branch ability. Now triggers when you miss.</li>
</ul>
</div>
<div><strong> BLADEDANCER </strong></p>
<ul>
<li>Due to the below changes, characters with soul points spent in Bladedancer have received a free respec.</li>
<li>New Ability &#8211; Turn the Tide: Whenever you parry or dodge an attack, you deal 5-15% more damage for the next 10 seconds.</li>
<li>Deadly Dance: Moved from a tier 2 branch ability to tier 3. Now  increases the damage of your next two Combo Point generating abilities  by 2-6% per point.</li>
<li>Blade Finesse: Functionality has been changed. Now increases the  damage of your auto attacks by 4-20%. Now available as a tier 2 branch  ability.</li>
<li>Combat Efficiency: Changed. Your finishers give 1-3 energy per combo point. Reduced from a 5 point ability to a 3 point ability.</li>
<li>Blade Hustle: Now increases the duration of your Rhythmic actions by 2-6 seconds, up from 1-3.</li>
<li>Blade &amp; Soul: Adds another 20% critical hit chance while the buff is active.</li>
</ul>
</div>
<div><strong> CABALIST </strong></p>
<ul>
<li>The Cabalist has been significantly revamped. The new unique  mechanic involves Lurking Decay and a new version of Sigils. Lurking  Decay is built up on the Cabalist by channeling the new Decay spell &#8211;  once built, it can be dumped all at once on a target using Obliterate,  or spent individually using the GTAE DD, Tyranny.</li>
<li>Sigils are now insta-cast (off global cooldown) self-buffs that may  be consumed for various secondary effects on Obliterate and Tyranny. Ex:  Sigil of Woe allows you to either purge 3 buffs from a single target  using Obliterate, or purge 1 buff from many with Tyranny.</li>
<li>Due to the below changes, characters with soul points spent in Cabalist will receive a free respec.</li>
<li>Shadow&#8217;s Touch: Now acts as a direct damage spell that distributes  an increasingly reduced portion of its damage to up to three enemies.  Now has a 2 second casting time.</li>
<li>Sigil of Lurking Decay: Removed.</li>
<li>Distorted Shadows: Now a two point root unlock.</li>
<li>Bound Fate: Now a four point root unlock. Now has an 8 second cooldown.</li>
<li>Decay: Now a 6 point root unlock. This 3 second channeled DD grants  the Cabalist a stack of Lurking Decay for each second it&#8217;s maintained.  Luring Decay, when consumed, deals damage to up to 3 enemies.  Uninterruptible.</li>
<li>Obliterate: Now a 6 point root unlock. Single target insta-cast DD  on a 45 second cooldown that consumes all Lurking Decays and the  Cabalist&#8217;s Sigil. Cannot be cast with no Lurking Decays or Sigils up.  Doubles Lurking Decay damage.</li>
<li>Sigil of Power: Now an 8 point root unlock. Restores mana to the  Cabalist for each enemy hit, or Lurking Decay consumed, whichever is  greater. 2 minute cooldown.</li>
<li>Tyranny of Death: Removed.</li>
<li>Tyranny: Now a 10 point root unlock. Instant-cast GTAE DD that hits  up to 7 enemies and consumes 1 Lurking Decay, and the Cabalist&#8217;s Sigil.  Cannot be cast with no Lurking Decays or Sigils up.</li>
<li>Grasping Waters: Now a 12 point root unlock.</li>
<li>Howling Death: Now a 14 point root unlock. Buff blocks the next  Silence or Interrupt effect used against the ally. Lasts 2 minutes and  has a 2 minute cooldown.</li>
<li>Devouring Mist: Removed.</li>
<li>Sigil of Binding: Now a 16 point root unlock. Snares each enemy hit for 5 seconds.</li>
<li>Dark Passage: Now an 18 point root unlock. Teleports the Cabalist to  a random location 10 to 15 meters away, facing the starting location.  20 second cooldown.</li>
<li>Engulfing Shadows: Now lasts 20 secods, pulses every 2 seconds, with a 1 minute cooldown.</li>
<li>Reversal of Fortune: Now a 26 point root unlock.</li>
<li>Binding Waters: Removed.</li>
<li>Sigil of Woe: Now a 32 point root unlock. Removes 1 buff from each  enemy hit for each Lurking Decay consumed. 30 second cooldown.</li>
<li>Reaper&#8217;s Breath: Removed.</li>
<li>Sigil of Secrecy: Now a 38 point root unlock. Silences each enemy hit for 5 seconds. 60 second cooldown.</li>
<li>Sigil of Ruin: Now a 44 point root unlock. Stuns each enemy hit for 2 seconds. 2 minute cooldown.</li>
<li>Reign of Despair: Removed.</li>
<li>Sign of Asias: 51 point root unlock. Reduces the cost of all of the  player&#8217;s spells to 0, and prevents Sigils and Lurking Decay from being  removed when consumed. 2 minute cooldown.</li>
<li>Dark Omen: Now increases the damage of Shadow&#8217;s Touch to additional enemies by 4-20%.</li>
<li>Strike of Genius: Now a tier 1 branch ability. Increases Spell Power by 1-5%.</li>
<li>Debt of the Dead: Removed.</li>
<li>Death&#8217;s Grasp: Now a tier 2 branch ability.</li>
<li>Entropy: Now increases the damage of channeled and damage over time spells by 1-5%.</li>
<li>Dark Water: Now a tier 3 branch ability. Made into a 1.5 second casting time DD + DoT.</li>
<li>Explosive Energies: Now increases the damage of AoEs by 1-5% and reduces the threat from damaging spells by 2-10%.</li>
<li>Frostburn: Removed.</li>
<li>Broad Strokes: Now a tier 3 branch ability. Increases the radius of damaging AoEs by 1-3 meters.</li>
<li>Frigid Waters: Removed.</li>
<li>Leviathan&#8217;s Mark: Now a tier 4 branch ability. Reduces the cooldown of all Sigils by 6-30 seconds.</li>
<li>Curse of Solitude: Now insta-cast.</li>
<li>Affinity for Death: Now a tier 4 branch ability. Reduces the cooldown of Obliterate by 5-15 seconds.</li>
<li>Death&#8217;s Dominion: Now a tier 5 branch ability. Increases the damage of Decay by 2-10%.</li>
<li>Nebulous Haze: Now increases the enemy&#8217;s casting time by 30%. Cannot be cast on bosses.</li>
<li>Sigil of Ravaging: Heals the Cabalist for 100% of the damage done by Lurking Decay. 2 minute cooldown.</li>
<li>Undertow: Increased Snare duration to 8 seconds.</li>
</ul>
</div>
<div><strong> CHAMPION </strong></p>
<ul>
<li>Titan&#8217;s Strike: Changed to add a 1 minute cooldown, and the stun now scales based on number of attack points used.</li>
<li>Follow Through: Affects Bladefury and Cornered Beast as well as Mighty Blow.</li>
</ul>
</div>
<div><strong> CHLOROMANCER </strong></p>
<ul>
<li>Soul Tether: Will no longer resurrect allies that are dead at the time the ability is cast.</li>
<li>Corrosion and Wild Growth no longer prevent Charge from being gained while they are active.</li>
</ul>
</div>
<div><strong> DOMINATOR </strong></p>
<ul>
<li>Priest&#8217;s Lament, Transference, and Void Shroud: Now instant cast.</li>
<li>Updated icon for Split Personality.</li>
</ul>
</div>
<div><strong> DRUID </strong></p>
<ul>
<li>All Druid pets can now enter water.</li>
<li>Crag Hammer: Now works properly with AoEs.</li>
<li>Shield of Oak: No longer shares a cooldown with Shield of the Ancestors (Purifier) and Glacial Shield (Shaman).</li>
<li>Boundless Growth: Properly updates the tooltip on Eruption of Life.</li>
</ul>
</div>
<div><strong> ELEMENTALIST </strong></p>
<ul>
<li>Synergize will no longer give you the message that you have just learned the ability each time you log in.</li>
</ul>
</div>
<div><strong> INQUISITOR </strong></p>
<ul>
<li>Fanaticism: Now shows the correct icon in the Soul Tree.</li>
<li>Shroud of Agony: Now specifies the total duration of the buff in the tooltip.</li>
<li>Unholy Tutelage: Now properly reduces mana costs, instead of casting time.</li>
<li>Circle of Oblivion: Now only hits 7 targets.</li>
<li>Armor of Treachery: Reduced armor bonus.</li>
</ul>
</div>
<div><strong> JUSTICAR </strong></p>
<ul>
<li>Righteous Mandate: No longer stackable.</li>
</ul>
</div>
<div><strong> MARKSMAN </strong></p>
<ul>
<li>Hit and Run: Should now reset the cooldown of Empowered Shot.</li>
<li>Duration of Rapid Fire Shot has been increased from 30 seconds to 60 seconds for a 5 point finisher.</li>
<li>Master Archer: Changed. Now your ranged weapon attacks now have a  5-25% chance of dealing Air damage based on your weapon&#8217;s damage.</li>
</ul>
</div>
<div><strong> NECROMANCER </strong></p>
<ul>
<li>Updated icons for Summon Skeletal Horror, Summon Skeletal Zealot, and Corpse Explosion.</li>
</ul>
</div>
<div><strong> NIGHTBLADE </strong></p>
<ul>
<li>Applying weapon enchantment buffs no longer breaks stealth.</li>
<li>Lingering Flame: Now awards 1 Combo Point as a result of triggering Fiery Spike, when Blazing Strike or Flame Thrust is used.</li>
<li>Blazing Fury: Functionality changed. It now increases the damage of all combo point generating abilities by 3-15%.</li>
<li>Unstable State, Heat Retention: Now increases the damage of non-physical attacks instead of just Fire and Death attacks.</li>
</ul>
</div>
<div><strong> PALADIN </strong></p>
<ul>
<li>Touch of Life: No longer on global cooldown, now has a cooldown of  10 minutes. However, it can no longer target other players, and is  self-only.</li>
<li>Life&#8217;s Rapture: No longer on global cooldown, now has a cooldown of  10 minutes. Now an instant cast heal to raid members and gives a 10%  damage reduction for the duration of the heal.</li>
</ul>
</div>
<div><strong> PARAGON </strong></p>
<ul>
<li>Fixed an issue where Weapon Master was showing incorrect percentages  in the Soul window. The ability was working, but now the tooltips are  too!</li>
</ul>
</div>
<div><strong> PURIFIER </strong></p>
<ul>
<li>Searing Transfusion: Can now target the caster.</li>
<li>Shield of the Ancestors: No longer shares a cooldown with Shield of Oak (Druid) and Glacial Shield (Shaman).</li>
<li>Flames of the Phoenix: Removed cooldown.</li>
<li>Latent Blaze: This debuff is no longer cleansable.</li>
<li>Fiery Blessing: Now insta-cast, on a 1 minute 30 second cooldown, with a duration of 1 minute.</li>
<li>Life&#8217;s Blessing: Properly updates the tooltips on Healing Blessing, Caregiver&#8217;s Blessing, and Fiery Blessing.</li>
</ul>
</div>
<div><strong> RANGER </strong></p>
<ul>
<li>Bestial Fury: Duration increased from 30 seconds to 60 seconds for a 5 point finisher.</li>
</ul>
</div>
<div><strong> REAVER </strong></p>
<ul>
<li>Plague Bringer: Reaver tanks everywhere rejoice; this has been removed from global cooldown.</li>
<li>Soul Devour: Increased to 150%.</li>
<li>Blood Fever and Flesh Rot are now Death based.</li>
<li>Flesh Rot: Damage increased slightly.</li>
<li>Creeping Death: Damage slightly increased, now triggers Soul Feast and Soul Devour. Also snares targets.</li>
</ul>
</div>
<div><strong> RIFTBLADE </strong></p>
<ul>
<li>Fiery Burst: Now a 4 second DoT, rather than 6, so it should be less likely to overwrite itself when used in rotation.</li>
<li>Riftstorm: Cooldown lowered to 3 minutes, damage increased slightly.</li>
</ul>
</div>
<div><strong> RIFTSTALKER </strong></p>
<ul>
<li>Annihilate: Duration of the buff has been increased from 30 seconds to 60 seconds for a 5 point finisher.</li>
<li>Shadow Assault: The attack power contribution of the damage has been  increased to 150%. The ability&#8217;s base damage has been reduced to  compensate for the increased scaling gains from attack power.</li>
<li>Cautious Stalker and Hardened Stalker: Abilities removed.</li>
<li>New Branch Ability &#8211; Rift Barrier: Adds an absorption shield that  lasts 15 seconds after Plane Shifting. This shield absorbs 5-25% of all  incoming physical damage for up to 10-50% of your max health. This  shield does not stack with Rift Guard and will not be applied if Rift  Guard is active.</li>
<li>New Branch Ability &#8211; Improved Rift Barrier: Allows Rift Barrier to absorb all types of damage.</li>
<li>Rift Guard: Now stacks with all other absorption shields (ex: Purifier&#8217;s Ward of the Ancestors), except Rift Barrier.</li>
</ul>
</div>
<div><strong> SABOTEUR </strong></p>
<ul>
<li>Fragmentation Bomb: Is now a 2 point root unlock.</li>
<li>Blast Charge and Detonate are now 0 point root unlocks, gained when equipping the Saboteur soul.</li>
</ul>
</div>
<div><strong> SENTINEL </strong></p>
<ul>
<li>Luminous Gaze: Now causes aggro on initial application.</li>
<li>Protect the Flock: Now works properly with appropriate spells.</li>
<li>Righteous Burden: This snare no longer stacks with other snares.</li>
<li>Serendipity: No longer consumed by abilities it does not benefit.</li>
</ul>
</div>
<div><strong> SHAMAN </strong></p>
<ul>
<li>Courage buffs: Now properly displays the melee compensation buff separately.</li>
<li>Glacial Shield: No longer shares a cooldown with Shield of the Ancestors (Purifier) or Shield of Oak (Druid).</li>
<li>Vengeance of the Primal North: Now hits 3 targets and has a 2 minute cooldown. Also no longer causes visual effect insanity.</li>
<li>Strike of the Maelstrom: Now hits 6 targets, and timing properly matches the animation.</li>
<li>Vengeance of the Winter Storm: Not so vengeful with the visual and sound effect spam.</li>
<p>TEMPLAR [PvP]</p>
<li>Overload: Reduced duration to 8 seconds, down from 10. Added a purple wings visual &#8211; wings are bad, run away or purge!</li>
</ul>
</div>
<div><strong> WARDEN </strong></p>
<ul>
<li>Healing Cataract: Rank 2 no longer requires additional points spent to be purchased.</li>
<li>Ripple: Now functions as a 6 second buff that causes your single  target, water-based heal over time spells to spread to nearby party/raid  members. Off of global cooldown.</li>
<li>Diona&#8217;s Gift: Now increases the healing bonus of Tidal Surge by 10-30%.</li>
<li>Still Waters: Properly updates the tooltip on Deluge.</li>
</ul>
</div>
<div><strong> WARLORD </strong></p>
<ul>
<li>Call to Aid: Now increases heals 5% per attack point used, instead of 3%.</li>
<li>Call to Arms: Now increases damage 3% per attack point used, instead of 2%.</li>
<li>Call to Focus Fire: Now increases spell damage by 3% per attack point, instead of 2%.</li>
</ul>
</div>
<div><strong> DUNGEONS AND RAIDS </strong></p>
<ul>
<li>The Raid Manager and Raidframes now colorize player names based on Role, instead of Calling.</li>
<li>Role colors are determined by highest Soul specs and include Tank,  Healer, Melee DPS, Ranged DPS, and Support. Tanks are red, melee dps are  yellow, ranged dps are orange, healers are blue, and support is purple.</li>
<li>Group or Raid leaders can now shift-right click on a person and mark them from the Mark menu.</li>
<li>Raid leaders or officers can now kick people from any group, not just their own.</li>
<li>Kicking a member from the raid who had their status set to AFK,  Disconnected, etc., will no longer show the status in the empty raid  slot.</li>
<li>When being resurrected in a full dungeon you will properly appear at the healer now, instead of at your corpse.</li>
<li>You can no longer soul walk into an instance if your party is currently in combat.</li>
<li>Target portraits and target-of-target healthbars will no longer turn  grey if a player in your raid, but not your group, tags the target  first.</li>
<li>Rewards for instance quests should now properly award, even if you log out and back in before claiming them.</li>
<li>Players will no longer be kicked out of instances when the reset  time hits; instead, you will be unlocked from that instance, but remain  inside.</li>
<li>Added Soul Beacon teleporters to several dungeons to shorten some of the longest run-backs. Feedback appreciated!</li>
<li>Realm of the Fae (Standard): Unlocked by killing Luggodhan.</li>
<li>Darkening Deeps (Standard): Activated after killing Tenegar.</li>
</ul>
</div>
<div><strong> DEEPSTRIKE MINES </strong></p>
<ul>
<li>Standard: Reduced the health and healing output of Gatekeeper Kaleida&#8217;s Earth Crystals.</li>
<li>Standard: Significantly increased the damage from Gatekeeper Kaleida&#8217;s Fire Crystals.</li>
</ul>
</div>
<div><strong> ZONES </strong></p>
</div>
<div><strong> FREEMARCH </strong></p>
<ul>
<li>You should no longer hear Alsbeth in &#8216;A Better Methodology&#8217; (Warden&#8217;s Point) if you are not close to her.</li>
<li>Keepers of the Flame: Added a note to the net item to indicate it  can only catch a single squirrel at a time. Reduced number of targets  required for this quest to 10.</li>
<li>The Freemarch Rift, Visions of Death, will no longer create Life-based Invasion forces. They were confused.</li>
<li>Added mailboxes in Ark of the Ascended and Kelari Refuge.</li>
</ul>
</div>
<div><strong> GLOAMWOOD </strong></p>
<ul>
<li>Updated loot drops for Major and Minor Rift events.</li>
<li>Answers of the Dead: Quest has been improved. Summoned quest targets  are now tagged to the summoner to prevent kill stealing. Drop rate of  Potent Essences increased to 100%. Respawn rate of spirits has been  increased.</li>
<li>Nuha the Wolf: Reduced respawn time of quest targets, removed scripting that was slowing down respawns of the targets.</li>
<li>Into the Nest: Reduced respawn time of quest targets.</li>
</ul>
</div>
<div><strong> SANCTUM </strong></p>
<ul>
<li>The upper floors of Sanctum are now better guarded, so those machine-born cannot hang out unmolested.</li>
</ul>
</div>
<div><strong> SILVERWOOD </strong></p>
<ul>
<li>Changed the name of the Fae Rift Well minimap icon to Realm of the Fae, as it seemed to cause confusion.</li>
<li>Reduced Overwatch Keep population density.</li>
<li>Remembrance of Things Past: Reduced quest objective count.</li>
</ul>
</div>
<div><strong> STONEFIELD </strong></p>
<ul>
<li>Updated population and respawn in early Stonefield areas.</li>
<li>Added mailboxes to Camp Fergos.</li>
<li>Quarrying the Quarry: Magmite should spawn in a larger radius, be larger in size, and available for more time when spawned.</li>
<li>The Weight of Commodity: Increased the size of mushrooms so they can be seen through grass/groundclutter/badgers.</li>
<li>A Kind of Magnetism: Fixed an issue causing this quest to get into a broken state.</li>
</ul>
</div>
<div><strong> TERMINUS </strong></p>
<ul>
<li>Frederic the Betrayer should now always despawn when not in combat.</li>
</ul>
</div>
<div><strong> PVP </strong></p>
<ul>
<li>Achievements for PvP kills in specified zones now update properly.</li>
<li>PvP Souls are now only purchasable by the Calling that can use them.</li>
</ul>
</div>
<div><strong> WARFRONTS </strong></p>
<ul>
<li>When a Warfront invitation pops, you remain actively in queues for  other Warfronts until the current invitation is accepted or declined.  Declining the invitation does not remove you from other queues.</li>
<li>Warfronts now prefer to place pre-made groups against each other when parties are queued on both sides.</li>
<li>Warfront Master NPCs have acquired better representation and no  longer have to share the Merchant minimap icon &#8211; they get their own!</li>
<li>The Black Garden: Fang of Regulos visual effects should show up consistently.</li>
<li>The Black Garden: The Fang of Regulos now spawns 25 seconds after  the match has started, in order to give both teams a chance to get to  the location and fight over it.</li>
<li>The Black Garden: Fixed a minor gap in one of the walls.</li>
<li>The Black Garden: Players entering the enemy base will now be teleported out of it.</li>
</ul>
</div>
<div><strong> ACHIEVEMENTS </strong></p>
<ul>
<li>Achievements: Removed the number indicating how many of your other  characters have completed the achievement. Instead the rollover shows  the character that most recently completed it.</li>
<li>Achievements: You should be able to see achievements for the  opposite faction that have been completed by other characters, if you  have the show-all checkbox selected.</li>
<li>Achievement window now defaults to showing only your current character&#8217;s achievement progress unless otherwise selected.</li>
<li>Reordered Rift achievements in the UI window.</li>
</ul>
</div>
<div><strong> ITEMS </strong></p>
<ul>
<li>You may now select which portion of the armor (primary or se)</li>
</ul>
</div>
<h2>BETA Patch 4</h2>
<div><strong>KNOWN ISSUES</strong></p>
<ul>
<li>It is possible for participants in a zone event to receive  completion rewards even if they are not the &#8216;home faction&#8217; of the event.</li>
<li>Good news! More action bars to turn on! Bad news: All ability button layouts had to be be reset across all roles.</li>
</ul>
</div>
<div><strong>FEATURED</strong></p>
<ul>
<li>Now Available for Play: Stonefield and Gloamwood, including new  Full-zone scale events and zone bosses, colossi and other invaders!</li>
<li>New Beta Level Cap: 27!</li>
<li>WARFRONTS NOW AVAILABLE: Black Garden for level 10 and above, The Codex for level 20 and up!</li>
<li>NEW DUNGEONS AVAILABLE: Darkening Deeps, Deepstrike Mines</li>
<li>Major revamp to raid frames to make them cleaner and more usable – Just in time for WARFRONTS!</li>
<li>A full next-ability queue option has been implemented! See below under COMBAT for more details on Ability Queue settings.</li>
<li>You may now enable up to 10 secondary bars on the UI (6 bottom, 4 side).</li>
<li>New soul quests are now available in Meridian, Sanctum, and Quicksilver College.</li>
<li>Queue for Warfronts by pressing &#8216;K&#8217; or selecting the Warfronts button in the lower left menu.</li>
</ul>
</div>
<div><strong>GENERAL GAMEPLAY</strong></p>
<ul>
<li>The inventory &#8216;global cooldown&#8217; has been removed. You should see much faster response time when opening/closing bags.</li>
<li>Changing a pet&#8217;s name should always cause their nameplate to update.</li>
<li>Removed the &#8216;rename&#8217; option from companion pets&#8217; menus.</li>
<li>If you are standing next to a repeatable quest giver at the  nightly reset time, the NPC will properly update their available  quest(s)/icons.</li>
<li>Increased the max number of items in your general  &#8216;collectibles&#8217; list to allow room for all souls, books, and mounts one  may encounter in game.</li>
<li>Shortened nighttime darkness by about 50%, and extended sunrise and sunset accordingly. Time is special in Telara.</li>
<li>Profanity filtering is now more aggressive. Including Pet and Guild names. You do not need to stress test this.</li>
<li>BETA 4 TEST ITEMS: The Freemarch-Silverwood teleport items have  been removed. In their place are new Stonefield-Gloamwood teleport  items on Stonefield and Gloamwood Planar Goods merchants. These items  will only work if you have already bound your soul somewhere.</li>
</ul>
</div>
<div><strong>GUILDS</strong></p>
<ul>
<li>Several guild perks have become passive enhancements, once  purchased they are permanent: Enduring Banner, High Visibility, Lucky  Penny, Shrewd Negotiator, Earthly Ties.</li>
<li>Guild Perk &#8211; Efficient Consumption: Now a passive enhancement, values lowered to 5/10% to support this change.</li>
<li>Guild Perk &#8211; Favored Student: Now a passive enhancement, values lowered to 5% to support this change.</li>
<li>All perks with 1 minute durations have been extended to 5 minutes.</li>
</ul>
</div>
<div><strong>RIFTS AND INVASIONS</strong></p>
<ul>
<li>Zone event rewards are no longer handed out via quest turn-in. They are now handed out via the event loot bag found in your UI.</li>
<li>Zone events now only reward participants in the event. This  isn&#8217;t scaled like gold/silver/bronze &#8211; you either receive the reward, or  do not.</li>
<li>Wardstones in quest hubs and Invasion forces spawned through  flares are now PvP flagged and attackable by the opposing faction.  Defeating these will award a small amount of favor.</li>
<li>The Unbound (previously shown as &#8220;Untethered&#8221;) effect on  Invaders who succeed in placing a foothold no longer deals damage to  them over time. Any Invader with this effect will now despawn after 5  minutes if not engaged.</li>
<li>Added a version of the Unbound effect for Guardian and Defiant Invasions, called Battleworn.</li>
<li>Various fixes and updates to the events in Silverwood and Freemarch, due to popular demand!</li>
<li>When near a zone boundary during an Invasion in the nearby  zone, you can sometimes see the impact bleed into the sky overhead,  across the zone line. Like a warning. You&#8217;re next. Unless you go take  them out first!</li>
<li>Invasion commanders who are not magic users will now animate when summoning footholds.</li>
<li>Fixed collision on Guardian and Defiant wardstones, so it  should no longer be possible to get stuck in them when they are  upgraded.</li>
<li>The buff from fully upgraded Defiant wardstones &#8211; Asha&#8217;s Inspiration &#8211; now has visual effects while the aura is active.</li>
<li>(Did you even know that you can upgrade your faction&#8217;s  wardstones? We&#8217;re working on ways of making this whole system much  clearer in the future.)</li>
<li>Guardian Invasions wear less blinding equipment.</li>
</ul>
</div>
<div><strong>GROUPING</strong></p>
<ul>
<li>Using the F-key party member selection buttons (F1-F5) will now let you select the target&#8217;s pet if pressed twice.</li>
<li>Party chat bubbles no longer appear if your party member is in a different instance.</li>
<li>Major revamp to raid frames to make them cleaner and more usable!</li>
</ul>
</div>
<div><strong>(UN)DEATH</strong></p>
<ul>
<li>On a PvE server, if you resurrect at a resurrection NPC and  your PvP flag can be removed, it will be immediately dropped. This does  not apply when in Warfronts, when you have PvP flag set to Always On, or  are on a PvP server.</li>
<li>When you respawn at a graveyard and are under Soul Exhaustion,  you will get a 15 second Peace of the Grave buff. Durin this time you  will not aggro hostile mobs, to allow you to escape Invasions in  progress.</li>
<li>When resurrecting underwater, you will have a full breath bar.</li>
</ul>
</div>
<div><strong>COMBAT</strong></p>
<ul>
<li>A next-ability queue has been implemented! You can turn it on  under Settings &#8211; Interface &#8211; Misc, by changing the Ability Queue  dropdown menu.</li>
<li>Short: Default half-second soft queue before the global  cooldown ends. Abilities used within this period will go off right after  the cooldown ends.</li>
<li>Full: The next ability used after a global cooldown begins will  be queued to trigger as soon as possible. A blue &#8216;selection&#8217; effect  plays on the hotkey for the queued ability.</li>
<li>None: No queue (short or full) turned on; ability must be self-triggered after the end of the cooldown period to use.</li>
<li>Damage type should show in the combat log again.</li>
<li>Increased ranges of most combat abilities and effects &#8211; in  general, healing, buffing, and damage should feel less restrictive and  more natural.</li>
<li>Scrolling Combat Text now displays blocked damage amounts on-screen.</li>
<li>The pet attack command now respects the owner&#8217;s &#8216;cast on target of target&#8217; setting.</li>
<li>Debuffs now have colored borders if they are a curse (purple), disease (yellow), or poison (green).</li>
</ul>
</div>
<div><strong>STEALTH</strong></p>
<ul>
<li>You can now click on the next/previous action bar buttons on the main action bar while stealthed.</li>
<li>The main bar stealth timer no longer disappears if you close a window with ESC.</li>
<li>The main action bar now remembers which bar you were viewing when you stealthed, and returns you to that bar upon exit.</li>
<li>You can now switch to the Stealth hotbar by using keyboard  shortcuts while stealthed. Renamed the Action Bar KeyBind to &#8220;Action Bar  Page 1/Rogue Stealth Bar&#8221; to reflect this change.</li>
</ul>
</div>
<div><strong>SOULS</strong></p>
<ul>
<li>New soul quests are now available in Meridian, Sanctum, and Quicksilver College.</li>
<li>Clerics: Increased most Cleric heals, buffs, and auras to a range of 35 meters.</li>
<li>Clerics: Increased most Cleric ranged attacks to have a range of 30 meters.</li>
<li>Mages: Increased range on targeted offensive spells to 30  meters, targeted beneficial spells to 35 meters, and the max radius of  mage buff auras set to 35 meters.</li>
<li>Warriors: Ranges have been increased slightly for all Warrior Buffs and Auras.</li>
<li>Mana Regen is displayed in character sheet and mana bar rollover tooltips for Cleric and Mage classes.</li>
<li>Total mana regen is displayed in the tooltip rollover for the mana bar.</li>
<li>The character sheet Wisdom tooltip reports the mana regen bonus  that your current wisdom gives you (independent of base regeneration).</li>
</ul>
</div>
<div><strong>ARCHON</strong></p>
<ul>
<li>Power Drain: Added a max duration so this cannot get &#8216;stuck&#8217; permanently on a character.</li>
</ul>
</div>
<div><strong>ASSASSIN</strong></p>
<ul>
<li>Elusiveness: Now usable only while in stealth.</li>
</ul>
</div>
<div><strong>BARD</strong></p>
<ul>
<li>Cleaned up the looping music from interrupted Bard abilities.</li>
<li>Coda of Restoration: Healing now increases with the ability Triumphant Spirit.</li>
<li>The range of all damage attacks has increased from 15m to 20m.</li>
<li>The radius of all Motifs, Anthems, and Fanfares has been increased to 35m.</li>
<li>Invigorated Soul: Now heals up to 10 party/raid members within 35m.</li>
</ul>
</div>
<div><strong>BLADEDANCER</strong></p>
<ul>
<li>Weapon Barrage, Dancing Steel: Now automatically turn on auto-attack when used.</li>
<li>Untangle is now off of global cooldown.</li>
<li>Improved Quick Strike: Renamed to Blade and Fury. Your Quick  Strike and Precision Strike increase the damage of your next Keen strike  by 5-10%.</li>
<li>An additional 25% damage bonus from Attack Power has been added  to Quick Strike and Precision Strike. The damage of these abilities has  been reduced accordingly.</li>
</ul>
</div>
<div><strong>DOMINATOR</strong></p>
<ul>
<li>Arresting Presence, Reflective Presence, and Draining Presence can now be cast on any target.</li>
</ul>
</div>
<div><strong>DRUID</strong></p>
<ul>
<li>Satyr pet portraits now display Energy.</li>
</ul>
</div>
<div><strong>ELEMENTALIST</strong></p>
<ul>
<li>Updated icons for Summon Lesser Air Elemental and Summon Greater Air Elemental.</li>
</ul>
</div>
<div><strong>NQUISITOR</strong></p>
<ul>
<li>Armor of Awakening: Now works as described.</li>
</ul>
</div>
<div><strong>MARKSMAN</strong></p>
<ul>
<li>The range of all ranged attacks has increased from 25m to 30m.</li>
</ul>
</div>
<div><strong>NIGHTBLADE</strong></p>
<ul>
<li>Two Nightblades using Smoldering Blades debuff on the same target will not consume one another&#8217;s stack.</li>
<li>Unstable State, Heat Retention: Now increases the damage from Primal Death.</li>
<li>Fiery Spike: Can now be trained past rank 5.</li>
</ul>
</div>
<div><strong>PALADIN</strong></p>
<ul>
<li>Light&#8217;s Decree: Should not trigger on AoE abilities.</li>
</ul>
</div>
<div><strong>RANGER</strong></p>
<ul>
<li>Rain of Arrows: Fixed a bug so that it no longer skips the last interval of the damage channel.</li>
<li>Pin Down: Now requires the target&#8217;s location to be within the player&#8217;s line of sight.</li>
<li>Escape Artist: Now off of the global cooldown.</li>
<li>New texture for Greater Razorbeast.</li>
<li>New texture for Greater Dire Wolf.</li>
<li>The range of all ranged attacks has increased from 25m to 30m.</li>
</ul>
</div>
<div><strong>REAVER</strong></p>
<ul>
<li>Sinister Bindings: No longer puts a debuff on the target.</li>
</ul>
</div>
<div><strong>RIFTBLADE</strong></p>
<ul>
<li>Blade spells now have a single effect.</li>
<li>Storm Blade inflicts a DoT on the target when attacks critically hit. Deals 100% of the damage done.</li>
<li>Planar Blade refreshes Riftwalk and Rift Summon on critical hits with ability attacks.</li>
<li>Blade of Elemental Affinity returns a percentage of damage done as health on critical hits with ability attacks.</li>
<li>Elemental Efficiency: Renamed Elemental Touch. Gives a chance  to deal Air damage on Ability attacks, based on how much damage was  dealt.</li>
<li>Rift Affinity has become Elemental Blade, which enhances damage done by Elemental Touch.</li>
<li>Elemental Flux: Now provides Blade spells a gain of 3-15% chance to trigger their effects on normal hits.</li>
<li>Elemental Caress: Now reduces the threat of all damaging attacks, not just Elemental ones.</li>
<li>Fiery Burst: Now a 6 second DoT effect instead of instant damage. Damage has been updated to support the new duration.</li>
<li>Surging Energy: Reduces the power cost of the next attack point generator used after a critical hit by 25/50%.</li>
<li>Elemental Fury: Has become Rift Fury, which increases the critical hit damage of all non-physical effects.</li>
<li>Blade of Elemental Affinity and Planar Blade: Switched places!  Planar Blade is now a branch ability unlocked at 26 points, and Blade of  Elemental Affinity is a 44 point root unlock.</li>
<li>Earth Burst: Has its cooldown lowered to 15 seconds from 45.</li>
<li>Elemental Resistance: Renamed Static Shock, which has a chance  of dealing damage to your enemy when you muss, are parried, or dodged.</li>
</ul>
</div>
<div><strong>RIFTSTALKER</strong></p>
<ul>
<li>Rift Disturbance: No longer stacks with other Attack Power and Spell Power debuffs.</li>
<li>Rift Prison: Now checks for line of sight.</li>
<li>Instigate: Requires you to face the target.</li>
<li>Memory Capture: Now an instant cast.</li>
</ul>
</div>
<div><strong>SABOTEUR</strong></p>
<ul>
<li>Annihilation Bomb: Can no longer miss or be blocked, parried, or dodged.</li>
<li>Demolition Specialist: New functionality &#8211; your Annihilation  Bomb can now detonate all Blast Charges and Spike Charges on the primary  target. Damage caused affects 1-2 additional enemies within 7 meters of  the primary target.</li>
<li>Improved Blast Charge: Now&#8230; works. Ignores 50% of target&#8217;s armor.</li>
<li>Combat Survival: Now works against all root effects.</li>
<li>The range of all Charges and Bombs hasincreased from 15m to 20m.</li>
</ul>
</div>
<div><strong>STORMCALLER</strong></p>
<ul>
<li>Elextrocute: Fixed an issue with this ability&#8217;s interaction  with Target-of-Target. It will now correctly knock back the *enemy*, not  the friendly target. Oops!</li>
</ul>
</div>
<div><strong>VINDICATOR [PvP]</strong></p>
<ul>
<li>Berserker Defense: Now triggers only for PvP combat.</li>
</ul>
</div>
<div><strong>WARDEN</strong></p>
<ul>
<li>Crushing Wave: Increased knockback distance.</li>
</ul>
</div>
<div><strong>WARLORD</strong></p>
<ul>
<li>Aspect of the Elements: Now gives 25 resistance.</li>
<li>Aspect of the Fallen Hero: Now gives 30 endurance at max rank.</li>
</ul>
</div>
<div><strong>IRON TOMB</strong></p>
<ul>
<li>Reduced the frequency of Caer Ashstone&#8217;s voiceover.</li>
</ul>
</div>
<div><strong>REALM OF THE FAE</strong></p>
<ul>
<li>Aggro behavior of Atrophinius&#8217; minions changed slightly. They  will join the fight at separate times, but can be deliberately aggroed  at any time after the fight begins.</li>
</ul>
</div>
<div><strong>GLOAMWOOD</strong></p>
<ul>
<li>The planes of Fire and Death have descended upon Gloamwood, as if the residents didn&#8217;t have enough problems already.</li>
<li>Darkening Deeps, intended for a level range around 22-23, is  available off of Gloamwood. Venture into the heart of the Goblin city  and investigate the mysterious disappearances from Gloamwood Pines.</li>
</ul>
</div>
<div><strong>STONEFIELD</strong></p>
<ul>
<li>The threat of the Earth and Death planes looms large over Stonefield.</li>
<li>Deepstrike Mines, intended for a level range around 25-26, is  available off of Stonefield. Corrupted by the Endless Court, the Mine&#8217;s  denizens foul the very land of Stonefield, and it must be scourged if  the honest folk of Granite Falls are to survive.</li>
</ul>
</div>
<div><strong>FREEMARCH</strong></p>
<ul>
<li>The Defiants have set up an additional wardstone at their camp near Scarred Mire.</li>
<li>The stables in Kelari Refuge now display examples of all mounts offered for sale.</li>
</ul>
</div>
<div><strong>MATHOSIA</strong></p>
<ul>
<li>Increased level of Ardenburgh Horrors to level 3.</li>
</ul>
</div>
<div><strong>MERIDIAN</strong></p>
<ul>
<li>Shriage Qutugh has returned to Meridian to supply all of your guild quest needs.</li>
<li>New race-specific quests have been added in Meridian. Except  Kelari, they can find theirs in Kelari Refuge. Where the Kelari hang  out.</li>
</ul>
</div>
<div><strong>SANCTUM</strong></p>
<ul>
<li>Bumped the journal level of Soul quests so they show visible icons to a wider range of player levels.</li>
<li>Mounts in Sanctum now look, and are named, like the purchased Mount items.</li>
</ul>
</div>
<div><strong>SILVERWOOD</strong></p>
<ul>
<li>Mount merchants have been added to Argent Glade, with appropriately named mounts nearby.</li>
<li>Vision of Danger: Players who abandon this quest no longer see Shyla repeat her first dialogue.</li>
<li>&#8216;Fixed&#8217; students who were not getting slaughtered by Invasions. The Planes spread equal-opportunity death around here!</li>
<li>Added more potential footholds, and a Guardian wardstone at the quest hub in southwestern Overwatch Keep.</li>
<li>Changed the Guardian wardstone in North Argent Glade back to level 15.</li>
<li>Added a new Soul Healer to Argent Glade, next to the tavern.</li>
<li>Moved location of the Guardian Wardstone at Rudi&#8217;s Wagon so that it sits further from the respawn point.</li>
<li>You will now stop gaining Quicksilver Scholars notoriety after Honored.</li>
<li>Kongeegon is now untargetable while he is being healed.</li>
</ul>
</div>
<div><strong>TERMINUS</strong></p>
<ul>
<li>Shyla the Fallen and Alsbeth the Discordant are now immune to knockbacks, fears, and stuns.</li>
</ul>
</div>
<div><strong>PVP/WARFRONTS</strong></p>
<ul>
<li>Toggling PVP will no longer break you out of stealth.</li>
<li>The Black Garden and The Codex are available for queuing.</li>
</ul>
</div>
<div><strong>ITEMS</strong></p>
<ul>
<li>Fixed a number of armor graphics that were non-dyeable. The  full list of impacted items is not very patch-note friendly, so go  experiment!</li>
<li>Updated the vendor prices and availability of items on Rare  Planar Goods merchants in Silverwood, Freemarch, Gloamwood, and  Stonefield.</li>
<li>Tin Longsword: Changed appearance of this item.</li>
<li>Using scrolls should no longer place you in combat.</li>
<li>The ability to purchase Champion&#8217;s Emblems for Sourcestone has been removed.</li>
</ul>
</div>
<div><strong>CRAFTING</strong></p>
<ul>
<li>Added random supply bag rewards to daily quests for Runecrafting and Apothecary.</li>
<li>Apothecary: Fixed an issue where training automatically taught basic potions instead of lesser potions.</li>
<li>Tin Lariat recipe no longer uses Ancient Dragonbone.</li>
<li>Artificers now supply Animal Glue.</li>
<li>Added use animations to Salvage and Runebreak abilities.</li>
<li>Fixed general issues with misplaced harvest nodes and respawn rates.</li>
</ul>
</div>
<div><strong>GRAPHICS AND AUDIO</strong></p>
<ul>
<li>Visual effects optimizations! Yeah!</li>
<li>Fixed an issue where you occasionally entered character creation with a broken hair slider.</li>
<li>Queued instant abilities now play visual effects properly when triggered.</li>
<li>You may now preview weapons and shields in the dressing room with ctrl-click.</li>
<li>Using potions while swimming no longer results in your character kneeling underwater.</li>
<li>A handful of creatures (such as Satyr pets for Druids) that weren&#8217;t animated in portraits now have those animations.</li>
</ul>
</div>
<div><strong>COMMANDS AND MACROS</strong></p>
<ul>
<li>/macro opens&#8230; the Macro window.</li>
<li>Trinkets have gotten some usability tweaks. Right clicking them  will equip/unequip as usual. Shift-right clicking will use the trinket.</li>
<li>Adding a trinket to your ability bar and then clicking the icon  eill equip it if not already equipped, and attempt to use it if already  equipped.</li>
<li>The /use command now works with items in your Collections (ex: /use Swift Horse Bridle)</li>
</ul>
</div>
<div><strong>UI/SETTINGS</strong></p>
<ul>
<li>You may now enable up to 10 secondary bars on the UI (6 bottom,  4 side). The secondary bars can have their orientation changed at any  time by right clicking them while in Edit Layout mode.</li>
<li>Changed the Achievements display options back to allow you to  either view faction-appropriate available Achievements for your current  character, or toggle &#8220;View all Characters&#8221; which will show completed and  available Achievements for all characters, even if they are of the  opposing faction.</li>
<li>Achievements window now handles sequential achievements &#8211; it  displays the one you are currently on in the sequence and hides further  achievements in the chain.</li>
<li>Improved the experience bar with regards to Rested Experience:  If the amount you have spills into the next level, the marker will not  disappear, and instead stay pinned to the end of the bar until you  leevl.</li>
<li>You now get a tooltip when you mouseover the experience bar  which describes the UI element, and also states whether you are  currently gaining normal (100%) or rested (200%) experience.</li>
<li>Fixed some stats on the character sheet not showing in green even though they were under a buff increase.</li>
<li>The maximum name length for a Role is now 20 characters.</li>
<li>Fixed a bug where some NPC interaction windows would stay up  after the NPC went away for whatever reason. Making a selection would  crash the client.</li>
<li>If you are viewing the quest accept window and it closes  because it has become unavailable for some reason (such as an escort  quest being taken), the proper error message for &#8216;Quest unavailable at  this time&#8217; is shown.</li>
<li>Quest Accept window is now ordered by long quest description, short description, then offered rewards.</li>
<li>We now clean up the quest tracking for zone events if they go away for whatever reason (crash, end, are lost).</li>
<li>In the Quest log, the Abandon button is now disabled for area  quests, and the Share button will be disabled for area quests and any  others not intended to be shared among party members (such as guild  quests).</li>
<li>Invitations to join an instance (dungeon or warfront) will disappear once you enter that instance.</li>
<li>Target-of-Target portrait now acts like any other portrait &#8211; showing buffs, cast bars, and awesomeness.</li>
<li>Reactive Ability UI: Now display even if they are on cooldown  (with cooldown animation). Also display the appropriate keybind if you  have it mapped to your action bar.</li>
<li>While on the Browse tab of the Auction House, you can right click an item in your bags to search for that item.</li>
<li>The Auction House can now be sorted by Item Name.</li>
<li>You can now enable and customize the color of timestamps in each chat tab.</li>
<li>The &#8216;tooltip anchor&#8217; can be moved in the layout editor. This  relocates anchored tooltips, such as hotkey mouseovers, that typically  appear in the lower right of the screen.</li>
<li>Screen resolution changes should be persistently persistent.</li>
<li>Custom global UI scale should now persist when changing  resolution/alt-tabbing/going from windowed to non windowed mode or  vice-versa.</li>
<li>Bags will update scale, and function correctly, if they happen to be visible while setting the global UI scale.</li>
<li>The latency/FPS tooltip should stop randomly disappearing.</li>
</ul>
</div>
<div><strong>CLIENT</strong></p>
<ul>
<li>A whole new round of client performance improvements.</li>
<li>Fixed some more issues causing framerate to degrade over time.</li>
</ul>
</div>
]]></content:encoded>
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		<title>All About Rift, preview in beautiful 1080P</title>
		<link>http://www.pcgamingbuzz.com/2011/all-about-rift-preview-in-beautiful-1080p/</link>
		<comments>http://www.pcgamingbuzz.com/2011/all-about-rift-preview-in-beautiful-1080p/#comments</comments>
		<pubDate>Mon, 31 Jan 2011 14:26:37 +0000</pubDate>
		<dc:creator>PGgaminGuy</dc:creator>
				<category><![CDATA[Massive Online gaming]]></category>
		<category><![CDATA[Rift]]></category>
		<category><![CDATA[1080P]]></category>
		<category><![CDATA[HD]]></category>
		<category><![CDATA[MMO]]></category>
		<category><![CDATA[music]]></category>
		<category><![CDATA[Online]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[Preview]]></category>
		<category><![CDATA[pvp]]></category>
		<category><![CDATA[rift]]></category>
		<category><![CDATA[rpg]]></category>
		<category><![CDATA[Video]]></category>

		<guid isPermaLink="false">http://www.gamertechtv.com/?p=3302</guid>
		<description><![CDATA[Rift is an MM RPG, its pay to play, and its heavily PVP focused, if you want to see how it looks, have a look at the video above which is in 1080P (you can set to 720P also, via the video settings). Rift is due to be released on March the 4th 2011. Mysterious rifts are tearing the world of Telara apart. A powerful magic explosion during the final days of the Shade War has left the veil between Telara and other planar dimensions fractured and torn. Video Interview with Rift creative director The excellent music of Rift (video), by composer Inon Z Player made Rift video in HD, During the beta, he / she decided to run around with my HUD turned off, filming as much they could with FRAPS. them edited with windows live movie maker, got a sweet Two Steps From Hell song and made a 3 minute &#8220;trailer.&#8221; It is all game footage filmed at max settings, good times!]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.gamertechtv.com/wp-content/uploads/2011/01/Rift-music.jpg"><img class="alignright size-thumbnail wp-image-3303" title="Rift-music" src="http://www.gamertechtv.com/wp-content/uploads/2011/01/Rift-music-150x150.jpg" alt="Rift music 150x150 All About Rift, preview in beautiful 1080P" width="150" height="150" /></a>Rift is an MM RPG, its pay to play, and its heavily PVP focused, if you want to see how it looks, have a look at the video above which is in 1080P (you can set to 720P also, via the video settings).</p>
<p>Rift is due to be released on March the 4th 2011. Mysterious rifts are tearing the world of Telara apart. A powerful magic explosion during the final days of the Shade War has left the veil between Telara and other planar dimensions fractured and torn.</p>
<p><strong>Video Interview with Rift creative director</strong></p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/beOIm7YmVt4?fs=1&amp;hl=en_GB" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/beOIm7YmVt4?fs=1&amp;hl=en_GB" allowfullscreen="true" allowscriptaccess="always"></embed></object></p>
<p><strong>The excellent music of Rift (video), by composer Inon Z</strong></p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/LF-2DgFIn20?fs=1&amp;hl=en_GB" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/LF-2DgFIn20?fs=1&amp;hl=en_GB" allowfullscreen="true" allowscriptaccess="always"></embed></object></p>
<p>Player made Rift video in HD, During the beta, he / she decided to run around with my HUD turned off, filming as much they could with FRAPS. them edited with windows live movie maker, got a sweet Two Steps From Hell song and made a 3 minute &#8220;trailer.&#8221; It is all game footage filmed at max settings, good times!</p>
<p><object width="640" height="390"><param name="movie" value="http://www.youtube.com/v/RCYd5iE4YRk&amp;hl=en_US&amp;feature=player_embedded&amp;version=3" /><param name="allowFullScreen" value="true" /><param name="allowScriptAccess" value="always" /><embed type="application/x-shockwave-flash" width="640" height="390" src="http://www.youtube.com/v/RCYd5iE4YRk&amp;hl=en_US&amp;feature=player_embedded&amp;version=3" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
]]></content:encoded>
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		<title>Rift PVP Bomb AOE Cleric</title>
		<link>http://www.pcgamingbuzz.com/2011/rift-pvp-bomb-aoe-cleric/</link>
		<comments>http://www.pcgamingbuzz.com/2011/rift-pvp-bomb-aoe-cleric/#comments</comments>
		<pubDate>Sun, 30 Jan 2011 04:35:21 +0000</pubDate>
		<dc:creator>PGgaminGuy</dc:creator>
				<category><![CDATA[PC Gameplay]]></category>
		<category><![CDATA[Rift]]></category>
		<category><![CDATA[AOE]]></category>
		<category><![CDATA[Cabailst]]></category>
		<category><![CDATA[Cleric]]></category>
		<category><![CDATA[MMO]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[pvp]]></category>
		<category><![CDATA[rift]]></category>
		<category><![CDATA[rpg]]></category>

		<guid isPermaLink="false">http://www.gamertechtv.com/?p=3296</guid>
		<description><![CDATA[Check out this AOE (Area of effect) Cleric (AKA Cabalist) (Above), and more footage below of Cabalist who is an offensive Cleric. Clerics are renowned for their powerful support magic, able to repair the most grievous injuries or cure the deadliest diseases. The spells at a Cleric’s command are as varied as the patron deities they follow. Many Clerics are also capable combatants who rain divine wrath from afar, or wade into the thick of battle, warhammer swinging Cleric in multiple Rifts]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.gamertechtv.com/wp-content/uploads/2011/01/Rift-PVP-Cleric.jpg"><img class="alignright size-thumbnail wp-image-3297" title="Rift-PVP-Cleric" src="http://www.gamertechtv.com/wp-content/uploads/2011/01/Rift-PVP-Cleric-150x150.jpg" alt="Rift PVP Cleric 150x150 Rift PVP Bomb AOE Cleric" width="150" height="150" /></a>Check out this AOE (Area of effect) Cleric (AKA Cabalist) (Above), and more footage below of Cabalist who is an offensive Cleric.</p>
<p>Clerics are renowned for their powerful support magic, able to repair the most grievous injuries or cure the deadliest diseases. The spells at a Cleric’s command are as varied as the patron deities they follow. Many Clerics are also capable combatants who rain divine wrath from afar, or wade into the thick of battle, warhammer swinging</p>
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<p><strong>Cleric in multiple Rifts</strong></p>
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		<title>Rift battlegrounds PVP Videos</title>
		<link>http://www.pcgamingbuzz.com/2011/rift-battlegrounds-pvp-video/</link>
		<comments>http://www.pcgamingbuzz.com/2011/rift-battlegrounds-pvp-video/#comments</comments>
		<pubDate>Sat, 29 Jan 2011 15:55:01 +0000</pubDate>
		<dc:creator>PGgaminGuy</dc:creator>
				<category><![CDATA[Massive Online gaming]]></category>
		<category><![CDATA[Rift]]></category>
		<category><![CDATA[MMO]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[pvp]]></category>
		<category><![CDATA[rift]]></category>
		<category><![CDATA[rpg]]></category>
		<category><![CDATA[Video]]></category>

		<guid isPermaLink="false">http://www.gamertechtv.com/?p=3291</guid>
		<description><![CDATA[Rift PVP battles]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.gamertechtv.com/wp-content/uploads/2011/01/Rift-warfronts-PVP-videos.jpg"><img class="alignnone size-full wp-image-3292" title="Rift-warfronts-PVP-videos" src="http://www.gamertechtv.com/wp-content/uploads/2011/01/Rift-warfronts-PVP-videos.jpg" alt="Rift warfronts PVP videos Rift battlegrounds PVP Videos" width="648" height="252" /></a></p>
<p>Check out this video footage of the upcoming Rift online MMO RPG PVP in action (above).</p>
<p>Levels 1-27</p>
<p>As conflict grows increasingly brutal, the Warfronts of Telara call for heroes to take arms and stain the earth with enemy blood. Will you follow the Vigil to salvation as a Guardian, or join the Defiant to fight for technomagical dominance?</p>
<p>Also check out PVP in Warfronts Rift..</p>
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<p>More from the Warfronts Rift Battlezone&#8230;</p>
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		<title>Rift BETA 5 impressions</title>
		<link>http://www.pcgamingbuzz.com/2011/rift-beta-5-impressions/</link>
		<comments>http://www.pcgamingbuzz.com/2011/rift-beta-5-impressions/#comments</comments>
		<pubDate>Fri, 28 Jan 2011 12:58:25 +0000</pubDate>
		<dc:creator>PGgaminGuy</dc:creator>
				<category><![CDATA[Featured Games]]></category>
		<category><![CDATA[Massive Online gaming]]></category>
		<category><![CDATA[Rift]]></category>
		<category><![CDATA[Beta]]></category>
		<category><![CDATA[impressions]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[rift]]></category>

		<guid isPermaLink="false">http://www.gamertechtv.com/?p=3240</guid>
		<description><![CDATA[The beautiful world of Rift online, BETA impressions]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.gamertechtv.com/wp-content/uploads/2011/01/rift-beta-keys.jpg"><img class="alignnone size-full wp-image-3241" title="rift-beta-keys" src="http://www.gamertechtv.com/wp-content/uploads/2011/01/rift-beta-keys.jpg" alt="rift beta keys Rift BETA 5 impressions" width="650" height="263" /></a></p>
<p><strong>Disclaimer</strong>: Rift is still in BETA therefore any issues it may have can still be fixed before launch. Also note that the BETA limits players to a max level of 30 therefore there can be no end game feedback.</p>
<p>So far I have put in about 16 hours of play over the last couple of days, in fact I could not sleep and ended up playing until almost 5am last night (a good sign for Rift I guess).</p>
<h2>Here are my first RIft impressions from my notes</h2>
<p><span style="font-weight: normal; font-size: 13px;"><strong>Rift download installation</strong>: the game download is about 7GB in size, it downloaded really fast, and I had no issues signing up and installing. After initial install, only a couple of small additional patches of about 30mb in size (unlike DC universe).</span></p>
<p><span style="font-weight: normal; font-size: 13px;"><a href="http://www.gamertechtv.com/wp-content/uploads/2011/01/RIft-servers.jpg"><img class="alignnone size-full wp-image-3259" title="RIft-servers" src="http://www.gamertechtv.com/wp-content/uploads/2011/01/RIft-servers.jpg" alt="RIft servers Rift BETA 5 impressions" width="601" height="414" /></a></span></p>
<p><span style="font-weight: normal; font-size: 13px;"> </span><span style="font-weight: normal; font-size: 13px;"><strong>Game Intro, </strong>very unimpressed, amateur voice acting, looks thrown together, perhaps just a place holder for the BETA, hopefully they will replace with a better intro, honestly intros don&#8217;t matter so much but can point to the general production quality of the game, so it made me feel worried.</span></p>
<p><img class="alignright size-medium wp-image-3258" title="high-elf" src="http://www.gamertechtv.com/wp-content/uploads/2011/01/high-elf-300x227.jpg" alt="high elf 300x227 Rift BETA 5 impressions" width="300" height="227" /></p>
<p><strong>Character creation</strong>, ok all my fears are put to rest, the character creation is very good, lots of options to change hair color, eye color, height, the usual stuff, but whats nice is the character models look very detailed.</p>
<p>For each faction (there are 2), you have 3 races to chose from, the usual archetype, elf type, human, and larger race.  Most importantly after modifying the traits they all look sufficiently different from each other in game.</p>
<p><a href="http://www.gamertechtv.com/wp-content/uploads/2011/01/Bald-guy1.jpg"><img class="size-medium wp-image-3257 alignnone" title="Bald-guy" src="http://www.gamertechtv.com/wp-content/uploads/2011/01/Bald-guy1-163x300.jpg" alt="Bald guy1 163x300 Rift BETA 5 impressions" width="163" height="300" /></a></p>
<p>After you create your toon it puts you straight into the game, you chose your class through a series of quests in the startup zone (which has a brilliant twist at the end of it which I will not reveal, but its very clever). In fact both factions starting zones are like war zones, with the world being bombarded and basically being torn apart.</p>
<p><strong>Graphics impression</strong><strong>s</strong> Absolutely beautiful, lovely deep colourful clear graphics, not as cartoonie as WoW or WAR, crisp clear detailed graphics with a deep bright color palate. I love the graphic style of Rift, very impressed. Also worth noting is it ran very smoothly on my older GFX card which is a Nvidia 9800, its a 2 year old mid range card.</p>
<p><a href="http://www.gamertechtv.com/wp-content/uploads/2011/01/Rift-ranger.jpg"><img class="alignnone size-full wp-image-3243" title="Rift-ranger" src="http://www.gamertechtv.com/wp-content/uploads/2011/01/Rift-ranger.jpg" alt="Rift ranger Rift BETA 5 impressions" width="620" height="384" /></a></p>
<p><strong>Animations and effects</strong>, the casting animations are a mixed bag, I would say functional, perhaps because of a strong PVP element to the game and the Rift team did not want to make the casting animations too complex (like EQ2), the character animations are fine also, some of the pet animations need a bit of work, but its still BETA, and theyre fine.</p>
<p><a href="http://www.gamertechtv.com/wp-content/uploads/2011/01/Quests.jpg"><img class="alignnone size-full wp-image-3260" title="Quests" src="http://www.gamertechtv.com/wp-content/uploads/2011/01/Quests.jpg" alt="Quests Rift BETA 5 impressions" width="509" height="907" /></a></p>
<p><strong>Game bugs / stability</strong>, WOW Rift is polished, it does not feel like a BETA, I did not have a single crash (except when the servers went down for a patch), its one of the most polished complete BETAs I have participated in, almost as bug free as the WoW BETA, and nowhere near as broken as say for example UO BETA if anyone remembers that fiasco.</p>
<p><strong>Classes</strong>, well firstly there ARE classes in Rift, a lot of classes, there are 4 main class types, Fighter, Cleric, Mage,<a href="http://www.gamertechtv.com/wp-content/uploads/2011/01/Race.jpg"><img class="alignright size-full wp-image-3261" title="Race" src="http://www.gamertechtv.com/wp-content/uploads/2011/01/Race.jpg" alt="Race Rift BETA 5 impressions" width="295" height="544" /></a>and Rogue, each main class type has at least 8 sub classes, for example cleric, has druid, warden, inquisitor etc.., Mage has Warlock, pyromancer, Necro etc, Rogue, has ranger, fighter, has beastlord sub class&#8230;, (well over 2 dozen in total, and more being added).</p>
<p>The important thing to note is that characters can have 3 souls, each soul is a class, but you can only chose a soul from your primary class, ie if I chose a priest, then I can add Warden, druid priest classes, but not from mage or fighter. This means that all players are essentially multi classes, and makes each player unique. This is my understanding so far, it may change as you level up.</p>
<p>Im not going to go into too much more detail on the classes, thats for another post, but I do think that game which will have a lot of PVP, the class balancing could be a big issue.</p>
<p><strong>Class balancing</strong>,   needs work, mages seem weak, the 2 second nukes seem under powered, when against for example a warden who has lots of insta cast spells, and knock backs.</p>
<p>Rangers seem very strong, compared to mages, dont get me started on fighters. I played most of the priest classes and the combos, the mage and rogues, are fun to play, I did not play so much of the fighters yet.</p>
<p>I also think there could be PVP faction balancing issues, i.e there might be alot more Defiant (evil side) then Guardians.</p>
<p><strong>Favourite class combos</strong>, so far its Warden, druid, Inquisitor, nice selection of instas, and heals, plus druid pet, or Pyro, necro, warlock, I also like the Ranger with saboteur, and anything else, very fun.</p>
<p><strong>Quests</strong>, meh the quests are just ok, kill ten rats, go here click this then kill some spawned stuff, there are some collection quests which mixes it up a bit, a big plus is there are also PVP quests which I like very much. Then there are the <strong>rifts </strong>which are like dynamic public quest encounters, these are VERY fun, remains to be seen how long they will remain fun, they need some more variety, perhaps at higher levels.</p>
<p><strong><a href="http://www.gamertechtv.com/wp-content/uploads/2011/01/faction-choice.jpg"><img class="alignright size-medium wp-image-3262" title="faction-choice" src="http://www.gamertechtv.com/wp-content/uploads/2011/01/faction-choice-300x215.jpg" alt="faction choice 300x215 Rift BETA 5 impressions" width="300" height="215" /></a>Story, </strong>for me the Defiant story is definitely more interesting than the Guardians, but its too early to tell..</p>
<h2>Final impression so far&#8230;..</h2>
<p>Very impressed, I like the variety of classes, which make the combinations very interesting, its a beautiful game, the music is brilliant, and sets the tone nicely.</p>
<p>Class balancing could be a big issue in PVP, some of the class trees seem to duplicate the other (soul) specializations, which makes them redundant.</p>
<p>I was concerned that releasing a pay to play with so many high quality free to play games in the market place might be a bad idea, but Rift looks like it justifies its price tag and monthly subscription (<em>so far)</em>.</p>
<p>I will upload some more videos over the next couple of days&#8230;</p>
<p><em>Rift Gameplay video</em></p>
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