2.1 Rogue Patch Notes

ASSASSIN

  • Serpent Strike: Increased damage.
  • Malicious Poison: Increased damage.
  • Enduring Brew: Healing has been increased.
  • Assassinate: Damage increased.
  • Jagged Strike: Damage increased.

BLADEDANCER

  • Dual Mastery, Contra Tempo: Now affects offhand autoattacks.
  • Binary Strike: Damage increased.
  • Double Strike: Damage increased.
  • Defensive Pose: Now reduces damage taken by 5%, down from 20%. Reduces Energy Regeneration Rate by 5 per second, down from 10 per second. Also heals for 1% of your max health every 2 seconds.
  • Fated Blades: Now increases Attack Power contribution to all Bladedancer attacks by 150%, up from 100%.
  • Side Steps: No longer on global cooldown.

NIGHTBLADE

  • Ebon Blades: Damage increased.
  • Dusk to Dawn: Damage increased.
  • Lingering Flame: The additional combo point and Fiery Spike are now triggered immediately on execution of Flame Thrust, and not when it lands.

TACTICIAN

  • Restorative Engine: Now uses smart healing instead of picking the 10 closest targets. Radius increased to 25 meters.
  • Barrier Remote, Battle Remote: No longer on global cooldown.

2.0 Rogue Patch Notes

ROGUES

  • Planar Attunement – Earth: Mace and Axe Mastery should now work with offhand axes.

ASSASSIN

  • Damage increased on Serpent Strike, Malicious Poison, Jagged Strike, Assassinate.

BARD

  • Motif of Bravery: Fixed tooltip so it shows a 1% Critical Hit chance increase, rather than 5%.
  • Invigorated Soul: Cadence now heals party or raid members for 2-6% of your Attack Power, down from 4-12%.
  • Chord of Inspiration: Power Chord now heals party or raid members for 3-9% of your Attack Power, down from 5-15%. Now has a chance to critically hit.
  • Coda of Restoration, Motif of Regeneration, Verse of Vitality: Healing reduced.
  • Verse of Vitality: Now heals up to 5 group members.
  • Harmonic Distortion: Healing done has been increased.

MARKSMAN

  • Sniper Training: Damage for cast-time and channeled attacks is increased by 3-15%, down from 4-20%.
  • Electrified Munitions: Damage reduced.
  • Silver Tip Munitions: Now stacks up to three times, down from five.
  • Vampiric Munitions: Now has a 50% chance to apply debuff, increased from 20%.
  • Penatrating Shots: Also ignores 2-10% of the target’s resistances.
  • Strafe: Damage increased.
  • Barbed Shot: Fixed the tooltip showing incorrect damage.

RANGER

  • Double Shot: No longer able to trigger poisons or weapon enchantments. Damage reduced.
  • Damage of Dire Wolf’s Bite and Maul has been reduced.
  • Damage of Bloof Raptor’s Bloodied Blow and Rend has been reduced.
  • Prey on the Weak: Damage bonus reduced to 8%, down from 10%. Duration is now 15 seconds, down from 20.
  • Shadow Fire: Damage bonus from ranged weapons has been reduced to 3%, down from 5. Damage reduced.
  • Ace Shot: Debuff now increases the damage dealt by the pet to the target by 25%, up from 20%.

RIFTSTALKER

  • Guarded Steel: Now generates additional threat.
  • Boosted Recovery: Functionality changed. All healing effects on you are increased by 2-6%. Whenever you kill a target, you are healed for 50-150% of your Attack Power over 10 seconds.
  • Constant Deviation: Now increases damage dealt and the damage you take by 25%, up from 20%.

RIFT 1.9 Hotfix #8 – 7/18/12

This is quite a large hotfix with most of it focusing around Conquest with a lot of changes to it as well that will change how you play Conquest, yet again. I think this is for the good, too.

You can read the rest of the patch notes by clicking read more.

CONQUEST

  • The rewards and structure of Conquest have been modified, with the goal of increasing the fun and rewards from the core gameplay of objectives and map wins. Wholesale PvP slaughter can be fun, but there are other activities available in Conquest!
  • When an Extractor is taken by a team, it now grants Shards of Conquest to players in range of the Extractor when control flips.
      You can’t just tag an Extractor and leave the area to receive these Shards.
  • Shards of Conquest can be combined to create Marks of Conquest.
  • The chance of receiving a Mark of Conquest for destroying an Extractor has been slightly increased.
  • When an Extractor is taken by a team, it now grants Favor, Prestige, and Experience to characters in the area of the Extractor when control flips.
      You can’t just tag an Extractor and leave the area to receive this bonus!
  • Teams are now granted bonus Favor, Prestige, and Experience at the same time that Conquest Power is paid out throughout the match. The value is based on the number of Extractors your team holds.
  • Bonus Colossi no longer spawn at the time the map begins – these planar menaces now spawn after a match has run for at least 30 minutes. Colossi hit points scale based on the number of participants in the Conquest match.
  • The added capture speed bonus for having multiple characters around an Extractor has been decreased slightly.
  • The Planar Foci that spawn in the end phase of Conquest have had their hit points increased.
  • The Archlich no longer spawns immediately at the start of the bonus phase. It now spawns only after all Planar Foci are defeated.
  • Be warned – the Archlich’s hit points increase depending on the population of enemies in the map during the end phase. It may be beneficial to remove opposing players before the Archlich spawns.
  • The Archlich has relocated closer to Zareph’s Return.
  • The Archlich awards 5 Marks of Conquest on death.
  • The number of Marks of Conquest granted for winning a match has been increased.
  • The number of Marks of Conquest granted for losses or ties in Conquest has been reduced.
  • Marks of Conquest granted from wins/losses/ties now go into the Rift Loot UI.
  • The amount of Favor and Prestige granted for killing players in the open fields of Conquest has been reduced; Experience remains unchanged.
  • Players that return Empowered Sourcestone to their resource depots at base now receive Shards of Power, which grant small amounts of bonus Favor. Shards of Power can be received for returning up to 70 Empowered Sourcestone at a time.

CONQUEST QUEUING

  • Factions that are full now allow you to queue to join them – and if you’re queued for a full faction, you have the option to leave that queue and select a different one.
      Once you enter a Conquest match, however, you will be committed to the joined faction and cannot leave the map and join as a different one until the match ends.
  • Selecting a faction on the Conquest UI now either immediately gives you a Conquest entry invite or put you in the queue, instead of using a second enter-Conquest selection.
  • Group leaders now select a faction – either for queue or immediate joining – for their entire group when joining Conquest.

read more

RIFT 1.8 Hotfix #14 – 6/20/12

INFERNAL DAWN: MAELFORGE

  • Flamebound Devils no longer cast Concussive Blast.
  • Flamebound Ifrits no longer cast Burning Flesh.
  • Increased the time between Flamebound minion spawns.
  • Reduced the health of Flamebound minions.
  • Increased the melee damage buff provided by Blade of the Inferno, and increased its duration.
  • Blade of the Inferno now increases damage against Flamebound minions as well as against Maelforge.
  • Disabled Concussive Splash in the final Maelforge encounter. This was active in testing but disabled before the Maelforge fight went live – so returning it to that inactive state.
  • Fixed Devastating Sacrifice not applying the right amount of damage increase.

Source: RIFT 1.8 Hotfix #14 – 8:00am PDT 6/20/12 [NA] – 1:00am GMT/2:00am BST 21/6/12 [EU]

Rift Rogue 1.8 Hotfix #1 Fixes

BARD
* Cadence: Fixed the tooltip showing the min and max damage values as the same number.

NIGHTBLADE
* Fiery Spike: Fixed the tooltip showing the min and max damage values as the same number.
* Smother: Fixed a tooltip bug where the damage of rank 5 is shown as zero.

RANGER
* Rain of Arrows: Fixed the tooltip showing the min and max damage values as the same number.
* Diffuse: Now only works on attacks that can be reflected or redirected. Diffuse effect is also removed if your pet dies; damage can no longer be redirected onto a dead pet.

Rift 1.8 Rogue Changes

Here are the final changes for 1.8 for Rogues. I really wish they would have increased our energy regeneration rate though, us Rogues can always hope for 1.9 or before then though.

BLADEDANCER
* Deadly Dance: The damage bonus from Deadly Dance now only applies to Combo Point-generating attacks that use melee weapons. No longer applied to Saboteur Charges or ranged weapon Combo Point generators.
* False Blade: Renamed to Meditative Trance. Functionality changed – now a Finisher that heals the Rogue over 12 seconds.
* Improved False Blade: Renamed to Improved Meditative Trance. Functionality changed – increases the amount healed from Meditative Trance by 25-50%.

MARKSMAN
* Electrified Munitions: Damage now scales with Attack Power.
* Empowered Shot: Energy cost reduced to 40 from 45.
* Eradicate: No longer has a ‘travel’ delay between use and hit.
* Strafe: Fixed a bug where Strafe would not deal damage when channeled on a target-of-target.
* Vampiric Munitions: The amount of healing siphoned has been reduced from 50% to 40%. Healing reduction remains at 50%.

NIGHTBLADE
* Dusk to Dawn: Fixed a bug where the Nightrage buff would not be applied if the first tick of Dusk to Dawn killed the target.
* Fell Blades: The amount of healing siphoned has been reduced from 50% to 40%. Healing reduction remains at 50%.

RANGER
* Improved Escape Artist: Ability Removed – the functionality has been rolled into the base Escape Artist ability.
* Shadow Fire: Fixed the Shadow Fire buff not applying if the target is killed or immune to damage on hit.
* Splinter Shot: Energy cost reduced to 40 from 45.
* Steady Hand – New Ability: Increases the effect of Attack Power on ranged weapon abilities by 5%, plus an additional 2% per point spent in Ranger above 26.
* Zardonis’ Ranger Crystal: 2-piece Bonus now also reduces the Energy cost of Shadow Fire by 10.

RIFTSTALKER
Changed several abilities to make Riftstalker mitigation more consistent during encounters.
* Improved Guardian Phase: Now also reduces damage taken from Physical attacks by 5% and non-Physical attacks by 7%.
* Rift Guard: Now only absorbs 10% of incoming damage in PvP at its base level.
* Shadow Guard: Now reduces Physical damage taken by 3-15%.
* Zardonis’ Riftstalker Crystal: 2-piece bonus: Functionality changed – now increases maximum health by 5%.

SABOTEUR
* The goal of Saboteur changes in 1.8 is to make the Saboteur a competitive AOE DPS soul, in line with other AOE DPS souls like the Cabalist and Stormcaller, but based more on setup rotations for damage.
* Due to the below changes, character roles with soul points spent in Saboteur have received a free respec for that role.
* All Saboteur Charges can no longer be parried, dodged, blocked, or deflected.
* All Traps, except Land Mines, no longer have a cooldown.
* Shrapnel Charges are now removed when a character resurrects while in PvP.
* Bomb Specialist: Damage increased by 5-25%, up from 3-15%. Now also reduces the Energy cost of Bombs by 1-5.
* Caltrop Charge: Functionality changed – Now causes the target and surrounding enemies to Bleed for 10 seconds when detonated. Damage increased.
* Carpet Bombing: Reduced cooldown to 1 minute from 2.
* Charge Booster: Functionality changed – now increases the Attack Power contribution to damage of Charges by 10%. For every point spent in Saboteur above 21, the Attack Power contribution is increased by 3%.
* Chemical Bomb: Duration of the effect increased to 10 seconds, up from 8. Damage adjusted.
* Combat Survival: Ability removed.
* Combat Wounds – New Ability: Increases the damage of Spike Charge and Caltrop Charge by 15-30%.
* Combined Arms: New ability. Your Fragmentation Bomb detonates all Charges on the primary target. Existing Combo Points on the target trigger Shrapnel Bomb, dealing Physical damage to surrounding enemies.
* Demolition Specialist – Functionality Changed: Now only takes a single point. Your Annihilation Bomb detonates all Charges on the primary target. Existing Combo Points on the target trigger Shrapnel Bomb, dealing Physical damage to surrounding enemies.
* Embers Charge: Now deals damage and causes the target and surrounding enemies to take an additional 5% damage from non-physical attacks. Lasts 12 seconds per Charge.
* Fragmentation Bomb: Reduced cooldown to 10 seconds from 15.
* High Explosives: Functionality changed – your Fragmentation Bomb, Time Bomb, and Annihilation Bomb now cause the target and surrounding enemies to Bleed for 10 seconds. Now stacks up to 3 times.
* Improved Chemical Bomb – New Ability: Available at 20 points. Increases the damage of Chemical Bomb by 15-30%.
* Improved Entangling Trap: Moved from availability at 20 points to 15 points.
* Improved Spike Charge: Ability removed.
* Increased Explosive Power: Damage increased by 5-25%, up from 3-15%.
* Rapid Setup: Reduced cooldown to 30 seconds from 1 minute.
* Spike Charge: Duration of the effect increased to 10 seconds, up from 9. Damage Over Time interval is now every 2 seconds, down from 3. Damage adjusted.
* Splinter Charge: Now deals damage and applies its debuff to the target and surrounding enemies. Reduces target armor by a fixed amount. Lasts 12 seconds per charge.
* The Trapper: Ability removed.
* Trench Warfare: New ability. Increases the Attack Power contribution to the damage of all Bombs, Traps, and Land Mines by 10%. Also affects Detonate. For every point spent in Saboteur above 26, the Attack Power contribution is increased by 5%.
* Zardonis’ Saboteur Crystal: 2-Piece Bonus: Functionality changed – now increases the damage of Blast Charge and Spike Charge by 30%.
* Zardonis’ Saboteur Crystal: 4-Piece Bonus: Functionality changed – now increases the damage of all Saboteur AOE abilities by 15%.