RIFT 2.2 Hotfix #11 Rogue Changes – 5/1/13

I was literally just talking about Leaping Plunge again with someone 2 days ago, and how it would be perfect if it had a root with it too rather than just traveling to the location where your target was when you used it and they will likely be gone from afterwards once you reach it.

The Rapid Fire Shot energy reduction should definitely help out with any energy issues a rogue has using 61 Marksman without Living Energy or Fervor. However, with the changes to Deadeye Shot live now, which should be almost 10% damage increased for it, might not matter too much as far as energy issues are concerned. It still remains that something needs to get done on how we can get an Empowered Shot to be instant cast right away after a Deadeye Shot, as is being discussed and hopefully Ailion figures something out if he bothers to at all, rather than wasting a cooldown/combo point of Swift Shot.

Assassin

  • Assassin: Leaping Plunge: Now roots the enemy target for 2s.

Marksman

  • Rapid Fire Shot: Now costs 16 Energy, down from 24 Energy.
  • Decoy: Now no longer on global cooldown.
  • Electrified Munitions, Static Shock Munitions: No longer trigger damage and healing effects like Dark Armor, Warlock Armor and Curative Engine; similar to Assassin Poisons and Nightblade Weapon Enchantments.
  • Deadeye Shot: Damage has been increased.

RIFT 2.2 Hotfix #5 Rogue Changes – 3/28/13

I do not mind the Tactician changes. While I loved the way it was, it was not like us Rogues did not know it was over powered and did not need a nerf.

However, the Sentry Battery change I do not get it. For other rogues you come across, I bet you that they never ever use it and are lazy and use Chain Destruction instead and with no rotation using Sentry Battery. It just makes it more of a useless ability that we have limiting it to 5 targets, especially because of the either the mob or your position when using it and having to select the furthest target. I hope one day Ailion will go back and look at this ability, maybe just get rid of it and replace it with another.

MARKSMAN

  • Sentry Battery: Now affects a maximum of 5 targets per pulse.

TACTICIAN

  • Power Core: Functionality Changed. Now debuffs nearby enemies, increasing the damage they take by 10%. No longer in the same stacking group as Lava Field and Orchestra of the Planes, but now is in the same stacking group as Wild Growth.
  • Infernal Beam: Now affects a maximum of 8 targets per pulse.
  • Infernal Torrent, Glacial Torrent, Necrotic Torrent: Now affect a maximum of 8 targets per pulse. Initial energy cost increased to 15 from 10. Energy drained per second of channel has been reduced to 1 from 5.
  • Curative Torrent: Initial energy cost increased to 15 from 10. Energy drained per second of channel has been reduced to 1 from 5.
  • Heat Vent: Now reduces the initial energy cost of Torrents by 1-5, down from 2-10.

RIFT 2.1 Hotfix #7 Rogue Fixes – 2/6/13

ASSASSIN

  • Poison Mastery: Now increases weapon damage and attack power of the Rogue’s poison-coated weapons, and increases the chance to apply poison by 6-30% (up from 5-25%).
  • Expose Weakness: Now increases Physical damage taken from the Rogue by up to the specified damage. No longer has a limit on the number of times this can occur. The increased Physical damage taken from the Rogue now scales even more with Attack Power.
  • Serrated Blades and all weapon poisons can now critically hit.
  • Physical Trauma: Increases the damage of your damage over time attacks by 10-20%, up from 5-10%.
  • Puncture: The damage bonus from Physical Trauma now applies to the damage over time effect of Puncture.

BLADEDANCER

  • Contra Tempo: Increases the weapon damage and attack power contribution to the Rogue’s offhand attacks by 7-35%, up from 5-25%.
  • Twin Strike, Compound Attack: AoE radius increased to 7 meters, up from 5.

MARKSMAN

  • Static Shock Munitions: Now increases damage dealt by 15%, up from 6%.
  • Silver Tip Munitions: Increases damage taken from the Rogue by 5% per stack, up from 3%.
  • Electrified Munitions, Static Shock Munitions: Can now critically hit.

NIGHTBLADE

  • Ignited Weapons and all weapon enchantments can now critically hit.
  • Ignited Weapons: Now causes the target to burn for 100-200% of your weapon damage over 4 seconds, up from 50-100%. Fixed a bug where damage was not being properly computed.
  • Ebon Blades: Increases damage taken from the Rogue by 5% per stack, up from 3%.
  • Weapon Flare, Fiery Chains: AoE radius increased to 7 meters, up from 5.
  • Enkindle: Now increases the damage of Fiery Spike by 15-30%, up from 10-20%.
  • Smoldering Blades: Fixed a bug where consuming 5 stacks of the Smoldering Blades effect was triggering the damage effect from the Warlock’s Neddra’s Torture.

RANGER

  • Twin Shot: Damage increased.
  • Concussive Blast: Now affects up to 5 targets, up from 3.
  • Ace Shot: The debuff now causes the player’s pet to deal 40% more damage to the target, up from 25%.