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 Post subject: Rift: Planes of Telera
PostPosted: Mon Apr 26, 2010 12:41 PM 

I have been following this game for sometime...

Originally Heroes of Telera now Rift:Planes of Telera could be a decent game.

Scott Hartsman and Bill Trost are both apart of the parent company.

I'll decide how much i'm going to follow this game after SoE's Fan Fair.

PostPosted: Wed Nov 03, 2010 6:40 AM 

Here's so overall information regarding the game.
*Maybe it will get its own forum if it proves to be worth playing or enough of us give it a shot*


    The Guardians: Dwarves, High Elves, Mathosian
    The Defiant: Bahmi, Eth, Kelari

Classes: (Four archetype)
Champions are powerful Warriors who excel at melee combat. Wielding massive two-handed weapons, these battle-tested fighters find few equals in one-on-one battle. Champions strive to become one with their blade, constantly honing their fighting skills to win glory through warfare.

Reavers are warriors who combine the art of combat with the entropic energies of death. The slightest touch of their weapon can spread disease, incite madness, and death to those unlucky enough to face them.

Although Reavers can wield a full range of armors and weapons, they are most effective in heavy armor, carrying a shield in one hand and a weapon in the other. Reavers undermine an enemy's ability to fight back, grinding opponents down until they succumb.

Righteous defenders of the weak, Paladins use heavy shields and divine blessings to stand as a bulwark against their foes. The Paladin’s large shield not only offers protection, but affords many opportunities to launch devastating counters in close combat.

A Warlord’s commanding presence expresses itself in auras that inspire her comrades to victory and cow her enemies into submission, allowing her to control the field of battle.

The tradition of the Purifier begins with a baptism by fire, a test of faith from which only the strongest souls emerge. Those who pass are reborn as masters of the curative secrets of fire, able to heal the most grievous wounds with a searing touch.

These Clerics also draw upon a pact with their long-dead ancestors as the source of their offensive power. While Purifiers wreathe their allies in flames, they can unleash a spirit vanguard to visit wrath upon their foes.

The Inquisitor is a cleric who no longer follows the doctrines of life or death alone; instead, they stand between these forces demanding purity from both. An Inquisitor passes judgment on those who are worthy, and damns those who are corrupt.

Their true strength is derived from their extreme faith; as such, they forgo heavy armaments in favor of a simple hauberk of chain and a sturdy maul.

Although Inquisitors will never achieve the great heights of power from choosing an exclusive life or death path, their ability to harness and manipulate both energies make them extremely valuable companions.

The Sentinel brings the blessings of light to all who do the will of the gods. Capable of healing many wounded at one time, Sentinels bolster their allies and protect themselves with divine wrath.

Justicars are healing clerics who fight shoulder-to-shoulder with their allies in close combat. Conviction builds with each swing of their weapon, bolstering nearby comrades and powering the Justicar’s potent healing magic.

Possessing deadly agility and mastery of the blade, the Nightblade can also draw upon the planar magics of fire and death to deal doom in a variety of ways. Favoring light armor, their ability to stalk and quickly eliminate their adversaries means the unfortunate quarry rarely has the chance to defend, let alone counterattack.

Rangers are consummate hunters who know the strengths and weaknesses of every beast, taming animal companions to augment their considerable prowess in ranged combat. This synergy between bow and beast allows Rangers to handily overcome the most daunting obstacles.

Masters of subtlety and subterfuge, an Assassin’s ability to walk in the shadows allows them to bypass obstacles and launch devastating surprise attacks. A rare few survive the initial assault, only to succumb to virulent poisons.

Blade Dancer
Blade Dancers are masters of wielding edged weapons. They specialize in ritualized combat movements that are lightning fast. Blade Dancers can overwhelm even an accomplished opponent's defenses, setting them up for a devastating coup de grace.

Lithe and agile, a Blade Dancer cherishes unimpeded movement over heavier protection, so they wear only light armors (such as leather) into combat. Extremely competent and aware, a Blade Dancer's weapons tend to be the only defensive protection they need. Unfortunately for their enemies, these blades aren't just used for defense, but offense as well.

Elementalists are mages who specialize in manipulating and controlling the raw energies of the planes. Through fierce discipline and strict study, these mages dedicate themselves to commanding the harshest and most chaotic forces known to exist.

Elementalists are recognized by their emaciated bodies and physical frailty, as they commit every ounce of energy toward strengthening their mental abilities. Their planar powers are typically channeled through enchanted staves of lightweight wood or steel, and they wear only the flimsiest of cloth vestments for protection.

Consummate practitioners of the dark arts, Warlocks embrace the grim forces of entropy and death. Protected within a cloak of shadows, they lurk on the edges of the conflict, as their deadly energies inevitably consume all that stand in their way.

Pyromancers are destructive mages whose sole focus is the mastery of fire, from launching massive incinerating blasts, to trapping their opponents behind a smoldering wall of flame. No other Ascended can match the sheer destruction at the Pyromancer’s fingertips.

Storm Caller
Stormcallers are mages who channel the raw fury of the wind and water to command the battlefield, chilling their opponents to the bone or stopping their hearts with electric shock.

The Ascended (Class System)
In Rift: Planes of Telara, players are one of the Ascended, a Telaran slain during the great Shade War and resurrected to combat the forces of Regulos. As an Ascended, players have access to special powers, the greatest of which is "Soul Attunement", the ability to commune with, and embrace, the souls of Telara's ancient fallen heroes.

The Soul Attunement system offers players nearly endless customization. In Rift: Planes of Telara, you’re encouraged to experiment with many combinations of souls and abilities to discover the path that’s right for you!

Players choose an Ascended Soul from one of the four callings (Warrior, Cleric, Mage, and Rogue) at character creation. These initial souls, which grow in power as they become more specialized, are flexible and have well-rounded abilities that make them great for both solo and group experiences. Players can later choose to augment, or even replace, embraced souls with other souls from within their calling. The process of enabling souls that players discover in their adventures is called Soul Attunement.

Players will also gain more specialized "Heroic Souls" that open up a number of new and exciting gameplay experiences, offering special achievements and rewards for players who discover them all.

The Soul Tree
Each attuned soul grants players access to a unique "Soul Tree," which contains all of the traits and abilities that a soul had mastered during its life. As your character levels up, you earn soul points that can be used to improve that tree's soul level, granting players access to even more powerful traits and abilities.

The Soul Tree — Branch Advancement
Players invest their soul points into the branches of the Soul Tree, picking and choosing the specific abilities and passive traits they desire. With each point spent, the Soul Tree increases in level, periodically unlocking new advancement options higher up the tree.

The Soul Tree — Root Advancement
Players automatically unlock new "root" abilities as the Soul Tree increases in level. If the branches represent the unique choices a player makes, the root represents the core power of the soul that all players have access to. Root abilities unlock quickly at first, but slow down as the tree’s soul-level increases.

Multiple Souls
As an Ascended grows in power, so does his or her ability to attune souls. Leveling a character will unlock the ability to attune additional souls. A maximum-level player will be able to attune up to three souls of their choosing!

**This happens when you leave a rift uncontested over time...
Rift events begin with tears, which can open to form rifts, which turn into footholds if unchecked. The foothold can spawn invasions. The locations of tears, rifts, footholds and invasions are indicated on the player's map.

Rift events begin from tears, areas where the ward between Telara and the planes is weakening. If left alone, tears will open into rifts on their own, but they can be opened by players using a Planar Lure, and players will not know which plane will invade until the rift is opened.

Once the tear is opened, the energies from the otherworldly plane begin to transform the area around the rift, including both flora and fauna.[3] Bizarre effects begin swirling around, the color of the air and earth change, the area sounds different, and new objects (or changed existing ones),such as alien flora, appear scattered about.

Rifts spawn creatures which players have to combat in order to seal the rift. The creatures come out in waves, growing stronger and stronger, and sometimes appearing with certain conditions like requiring players to meet a certain quota of kills or doing it under a time limit. Upon completing the challenges (see: Heroic Quests), players are rewarded for their participation. The more you participate, the better your reward, and some rewards may be rift-specific.

If the rift is not sealed, it turns into a foothold, which can be seen as a base set up by the plane itself, which will expand further.

Footholds spawn invasions, where the monsters from the rift venture into the world to create more footholds "from which more invasions can spawn".The invaders may attack other rifts or mount an attack on a target such as a town; if a town is taken over by an invasion, the NPCs of that town will not be present until players take the town back. Invasions from different plane types will also attack each other if they meet, and rifts of the same type will assist each other if they are in the same area.

In the future, players may be able to invade rifts and go into them.

    Plane of Life
    Plane of Death
    Plane of Fire
    Plane of Water
    Plane of Earth
    Plane of Air

Player vs Player
Player versus player combat (PvP) in Rift: Planes of Telara, will be between the two factions in the game - the Defiant and the Guardians - who disagree violently regarding how best to deal with the apocalypse that is facing the world. The game will feature both PvP and PvE rulesets, have both open world PvP and "battleground" PvP, and will feature city raids.

Rift: Planes of Telara was planned for PvP from the beginning, and classes and abilities are balanced with PvP in mind. The game will feature both PvE- and PvP-ruleset servers. PvP will be possible on PvE servers, but it will be consensual.

PvP will take place in both battleground (called Warfronts) and the open world. Warfronts will be tiered by level, and feature maps such as capture the flag. The game will also feature city raids, and faction leaders are attackable and can be killed, but will not provide loot.

PvP will reward players in several ways. By doing PvP you can gain favor which in return will unlock the ability to purchase new things. Players will also going prestige by doing PvP which will allow them to rank up, ranking up allows the player to purchase new gear and get new abilities for their PvP Souls.

PostPosted: Thu Nov 04, 2010 1:12 PM 
Trolling like there is no tomorrow!
Trolling like there is no tomorrow!

Joined: Mon Jul 04, 2005 5:35 PM
Posts: 3926
No fresh ideas here on the PVP front apparently. I still don't understand why developers insist on ignoring some of the great newer ideas we've seen bandied about in recent years. Either that, or the lack of creative talent is more prevalent in the industry than I previously thought.

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PostPosted: Fri Nov 19, 2010 10:05 AM

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