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PostPosted: Sun Mar 06, 2011 12:33 pm 
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I rolled on Deepstrike, Guardian. So far so good, I hit level 43 yesterday and it's been fun the whole way.

I worked on my tank spec and macros, you get some really sweet utility in this game. Lots of AE, a "deathgrip" pull/taunt, charge and various attacks that do different things like buff you or debuff the enemy.

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PostPosted: Sun Mar 06, 2011 1:46 pm 
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How quick is the leveling process? I've been casually following this thread. Seems like the leveling is pretty quick while still being fun?


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PostPosted: Sun Mar 06, 2011 3:32 pm 
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I'd say it's about WoW speed? Maybe a bit faster. Early leveling is very quick, 1-5 in about 40 minutes? 1-10 in a couple of hours. I'd have to check my /played time. I'm guessing I'm around 3 days played at 43. 2 1/2 maybe. But yeah I've played a lot =p. Levels definitely slow down in the 30's and 40's but it's hardly what you'd call a grind even then.

Plenty of content to level. Quests, warfronts, rifts, dungeons.

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 Post subject: Re: Rift
PostPosted: Sun Mar 06, 2011 9:02 pm 
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One of the good things is that the world is dynamic. Random events, like rifts (hence the name) or invasions can occur at any time.

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PostPosted: Sun Mar 06, 2011 10:48 pm 
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I absolutely love the ability to combine multiple classes, and beyond that, roles. My starting spec was Marks/Ranger/Bard, but now I'm also a Assassin/Saboteur/Riftstalker. It's so much fun! :) Everything about this game is fun. There are a few things I'd change, but it's so enjoyable that I can look past them.

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PostPosted: Mon Mar 07, 2011 11:29 am 
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1-8 took me an hour even, that's with running it quickly and having done it several times prior.

3.5 days played at 44 now, that's with a mix of warfronts, solo questing, a few dungeon runs as well as some crafting and exploring.

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PostPosted: Wed Mar 09, 2011 6:51 am 
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I think I might need help picking a class / soul combination.

I loved to play a warlock in WoW because I felt the class was complex and unique, and had really good CC. At one point it seemed like in solo open world pvp, countering a would-be rogue ganking was a warlock's specialty. I really enjoyed crowd control and utility.

I wanna be the class that is rare but a treat to have in a group, like an enchanter/bard was in EQ.


I'm trying to form some kind of synergy between a warlock in WoW and an enchanter in EQ.


I rolled a mage and so far I've picked dominator, for crowd control, and chloromancer....i'm kind of picturing lifetaps / life drains / snare kiting combined with mezmerise spells...

I'm not sure what to pick as a 3rd class. Anyone have any suggestions on where I could go from here? It feels like they put too much choice all at once...I already have to pick a 2nd and 3rd class without getting a feel for the first. A lot of the spells / abilities have a feeling of sameness to them and it makes it hard to figure out what I want.

Basically, it just feels like no matter what combination of 3 souls you pick, you end up being more of a jack of all trades type of character. Rogue that can tank? Riftstalker. Mage that can heal? Chloromancer...then I hear some clerics tank better than warriors? It feels like by making 3 souls available to make a greater chance of having unique abilities it instead makes everyone have very similar abilities, but with different names and graphics and slightly different cast times / numbers / etc. I guess I'm having a hard time figuring out what the actual gameplay is going to be like, which classes have unique abilities that no other class can do in a slightly different way?

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Last edited by Nevandal on Wed Mar 09, 2011 7:03 am, edited 1 time in total.

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PostPosted: Wed Mar 09, 2011 7:02 am 
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Nevandal wrote:
I think I might need help picking a class / soul combination.

I loved to play a warlock in WoW because I felt the class was complex and unique, and had really good CC. At one point it seemed like in solo open world pvp, countering a would-be rogue ganking was a warlock's specialty. I really enjoyed crowd control and utility.

I wanna be the class that is rare but a treat to have in a group, like an enchanter/bard was in EQ.

I'm trying to form some kind of synergy between a warlock in WoW and an enchanter in EQ.

I rolled a mage and so far I've picked dominator, for crowd control, and chloromancer....i'm kind of picturing lifetaps / life drains / snare kiting combined with mezmerise spells...

I'm not sure what to pick as a 3rd class. It feels like they put too much choice all at once...I already have to pick a 2nd and 3rd class without getting a feel for the first. A lot of the spells / abilities have a feeling of sameness to them and it makes it hard to figure out what I want.

Anyone have any suggestions on where I could go from here?


Chloro's the mage healing class, and Dom's a support/cc class.

Pick whatever you find entertaining. You can do quests @ 13 to get the rest of the souls so you can play with them then.

It helps to kinda match up damage types. Like Necro/Lock/Chloro is a powerful combo for soloing. Ele/Storm/Dom is good, and if you don't like pets, you could probably go Pyro/Archon/storm.

Dom's neural prod is a hoot ;)

As a side note, couldn't get to sleep, so I got back on for a bit, did the Claw of Regulos fight, and lo and behold:
Spoiler:
Image

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PostPosted: Wed Mar 09, 2011 9:09 am 
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Nev, don't get too hung up on your soul choices, especially the third one. By level 13, you can start questing to unlock the ones you didn't choose, and respecs and alternate builds (roles) allow you to swap out current souls for others you've unlocked.

Also, very few builds worth doing, from my tinkering, go more than a few points deep in the third soul, anyways. Splitting two souls evenly seems doable, but for the third soul, I recommend finding something where one of the first 4-8 levels of root abilities is something you want, or one of the first two tiers of branches synergizes with stuff from the first two souls.

Pick something, play around with it, and if you don't like it in a few levels, drop it. Maybe come back to it later if you feel like it just hadn't had enough time to mature.

As for jacks of all trades -- that's a bit of the point, to an extent. Different roles mean that there's zero reason for any character to not be able to offer something other than DPS to a group by switching roles, even if you consider yourself primarily a DPS player. Rogues can have a riftstalker build to tank, or a bard build to supplement healing (not sold yet on bards main-healing instances, as I haven't had experience with it). Warriors can obviously have tanking builds, but can have a DPS or an AoE build, too. Clerics can have a tanking build, a dps build, and a healing build, etc.

So, yeah, characters can be jacks of all trades. However, there's still a lot of room in there for definition of your playstyle by calling choice (warriors don't really have a healing option, and mages aren't built to be tanks, though perhaps an deep elementalist could pet-tank?), and even if you're a jack of all trades, there's a limit to how much you can do at once. Tanking riftstalkers sacrifice damage, DPS warriors don't have the tools to build AoE threat and taunt well, etc.

So even though you can switch between filling different group roles, there's still definition to the role. Also, rogue tanks function very differently (and will require a different healing strategy) from warrior tanks, etc.

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PostPosted: Wed Mar 09, 2011 11:42 am 
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Müs wrote:
As a side note, couldn't get to sleep, so I got back on for a bit, did the Claw of Regulos fight, and lo and behold:
Spoiler:
Image

What, behind the rabbit?

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PostPosted: Wed Mar 09, 2011 1:27 pm 
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Yeah they have a few funny references in the game. My current title is "Sheriff of Rock Ridge", for the Blazing Saddles fans out there.

Nev: For the third soul as you're leveling I usually pick the best 0 point class. Typically a pet class. So either Necro or Elementalist. I would advise picking your "main" soul, and put extra points into your secondary, while hardly any into the third.
Dont water them down too much, you'll have other 'roles' set up for different circumstances that you can switch to if needed. Solo leveling, group, pvp, whatever. I'd say have a dps and healer/support spec for Mage.

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 Post subject: Re: Rift
PostPosted: Wed Mar 09, 2011 10:52 pm 
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My title is....

wait for it...


Spoiler:
Dances with Squirrels

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PostPosted: Thu Mar 10, 2011 3:39 am 
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PATCH NOTES!!!

What a Launch it's Been! (Rift 1.01 update)
Hey, everyone.

As you’ve probably noticed -- We launched! Last week was four retail launches in four different territories. By and large, everything went extremely well. Nothing exploded, and we’re rapidly adjusting to the pace of being a live game.

Now that we’ve all collectively survived the process of taking a game from Beta to Live, it’s time to resume focusing on what’s coming up in the future.

In the next day, you’re going to see our first real update. (8AM PST Thursday for the NA servers, 2AM UTC Friday for the EU servers)

This first update does have some new content, and also includes a rather large collection of tweaks, fixes, and updates that come from a few different sources.

They’ve been picked out of what people have been reporting in game, as well as a number of beta-reported polish items that didn’t make it in time for head start, and also some further refinement and tuning after seeing what happens when people finally get the chance to play characters that’ll be around forever.

Some of the things to expect tomorrow are…

• Raid rifts!

• Improvements to Rift, Invasion, and Foothold experience gains

• See more quests at once in the tracker if you choose

• Better item stack management

• PvE end-game difficulty better suited to the power of real end-game characters


Making sure that we can do an update like this successfully is an important step on the road to doing even larger scale content and systems additions in the not-too-distant future.

Our team will be right here while this first update is going on. We’ll be checking out the servers alongside you, and will be here to respond to any surprise issues that do occur.

We also have a lot more in development than the first look you’ll be seeing tomorrow.

On top of ongoing new content and large feature development, many of which you’ll be hearing about on our site and others, there are some other, smaller improvements we’re working toward – I wanted to call these out specifically since they’re pretty frequently commented on.

• Mages. Yes, we’re both listening to you and paying attention to the post-launch gameplay data on our servers. While a well-played mage does do extremely well, and mages are very well represented in the overall number of active characters, there are issues with competitiveness in some low and mid level ranges and certain combinations of souls, due largely to mages’ overall fragility and cast times.

• Mail Spam. Chat spam protection has been going really well on the whole, which, predictably, pushed spammers into mail. We’ll be putting more protection in place there soon.

• Event Contribution. This system is being reworked to be more in line with the idea of events being massively social occurrences, and the focus on abilities themselves will be going away entirely.

• Anti-Hacker Protection. As a very high priority, we’re working on new and interesting ways to help you make sure your account is protected from password phishing and keyloggers. In the short time since head start, we’ve already banned a couple thousand spammers, hackers, farmers, and thieves. We’ll continue improving our detection and ability to take action on them well into the future.

• Dismount and Exposed. Expect some changes here as well.


Thank you all for your dedication so far – We look forward to this first small update, and a host of even larger ones in the future!

- The RIFT Development Team

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PostPosted: Thu Mar 10, 2011 10:56 am 
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Hmm. Should I try this game when I come home early next week? Or should I pick up cataclysm?

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PostPosted: Thu Mar 10, 2011 11:28 am 
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I have no basis to found an answer to your question on, Talya.

Patch Notes wrote:
Rift 1.01 - [NA] 3/10/11 8:00am PST
3/10/11

== FEATURED ==
* Experience for appropriately sized groups relative to the difficulty of Rift, Invasion, and Foothold content has been returned to higher amounts as seen previously in Beta.
* Water, Life, Death, and Air Raid Rifts are now available.
* You can now set how many quests to track on-screen at once (up to 10) by changing the setting in the Interface -> Display category.
* Shift-clicking to split stacks of items now works in your bank or bank bags.
* Fixed issues causing player armor to appear the wrong colors after respawning or Soul Walking.


GENERAL GAMEPLAY
* You can now link locations in chat! Just like other links, shift-right-click your map or minimap while entering chat text. Clicking someone's location link in chat will place a waypoint on your own map.
* You can swim up using the jump key while also in mouselook mode (default: right mouse button to look around).
* Added a custom error if you cannot use a questgiving item.
* Raid groups roaming across the lands to destroy non-Rift/Invasion content will see lowered experience rewards.
* Experience for appropriately sized groups relative to the difficulty of Rift, Invasion, and Foothold content has been returned to higher amounts as seen previously in Beta.
* Cash loot is now auto-split in all group loot modes, including Free-for-All.
* Players are now automatically bound to the Soul Recall point of the first Porticulum Master they speak to.
* Achievement: Seeking Solace: Fixed an issue causing the achievement to grant early and prevent you from looting the other objects.


RIFTS AND INVASIONS
* Fixed a bug during Major Rifts where low ranking contributors wouldn't get Planarite. All contributors should receive at least some Planarite.
* Reduced the amount of zone event participation required to earn the rare Sourceshards.
* Experience for Rift, Invasion, and Foothold content now scales down from these increased levels when very oversized groups are participating – with the net result being that very large groups should see experience values similar to the amounts granted prior to this update. Smaller groups will see increased experience reward.
* Reduced Notoriety gained from Invasions from 75 to 50 total.
* Increased the bonus health given to Rift NPCs when nearby player population is high. Also added increased damage based on population.
* Added additional fail-safes to ensure Colossi bosses appear at the end of events.


CULT SAGA
* The Care and Imprisonment of Changelings: Changed to not require you to have claimed the colossi mob. You only need to participate in the kill.
* Links in the pages of the book 'Clever Kehmeh' have been fixed so all seven pages are readable.
* Anthousa Mona and Kaspar Massi have updated character models. Kaspar also has a new voice!
* The necklace rewards for the Epic Cult Saga have had their power increased.


ANCIENT WARDSTONES
* Quests for Ancient Wardstones are now labeled as such in your quest journal.
* After turning in quests at some Ancient Wardstones, a Rare Planar Goods Merchant might appear so you can purchase sweet gear with the currency you just earned.


GUILD PERKS
* Journeyman has been fixed and will now work as described.


COMBAT
* Abilities and other effects that increase the duration of other effects now do so before that duration calculation is modified by diminishing returns.
* You can no longer cycle between ranged and melee weapons while casting an ability.
* Fixed several maintained buffs that would cause non-offensive polymorphs to break (ex: troll disguise in Stonefield, etc).

SOUL
* Clerics: Fixed a bug causing some procced heals to consume effects that modify next heal.

ARCHON
* Ashen Defense: Corrected the debuff tooltip to match the ability description.
* Mental Flare: The cooldown reduction provided by Swift Thoughts is now reflected in the ability tooltip.
* Pillaging Stone: Rank 9 and 10 now give the correct buff values when cast.
* Searing Vitality: Damage can now critically hit.
* Consuming Flames: The self-damage portion of this ability will no longer critically hit the caster.
* Burning Purpose: Polymorph, Confuse, Root, and Fear effects will not trigger the damage proc.

ASSASSIN
* Expose Weakness: Fixed a bug so that the charges of this ability are only consumed by physical damage effects. Also fixed so it correctly adds extra damage.
* Poison Malice: Removed from global cooldown. Now costs 25 Energy to activate.

BARD
* Deafening Music: This ability now updates the tooltip damage numbers for Coda of Fury and Coda of Wrath.
* Coda of Cowardice: Debuff should now be in the same stacking group as the Archon's Ashen Defense and the Shaman's Vengeance of the Piercing Cold.
* Using Verse of Fascination or Verse of Captivation now turns off auto-attack, since these effects break on damage.

BEASTMASTER
* Backhanded Blow: Now gives an Attack Point and triggers the global cooldown.

BLADEDANCER
* Dancing Steel: Fixed so that it includes immunity to knockback when active.
* Blade Tempo, Blade and Soul Parity, Dualism, Double Coup: Removed from global cooldown. These now cost 25 Energy to activate.

CABALIST
* Nebulous Haze: Now only increases cast time by the 20% shown in the tooltip.

CHLOROMANCER
* Entropic Veil: Will no longer be overwritten by less effective buffs.
* Nature’s Touch: Rank 2 now gives 22 Charge when cast.
* Essence Surge: Reduced aggro generated by this ability.

DOMINATOR
* Instant-cast spells no longer consume Quick Thinking proc effects.
* Improved Mana Wrench: Now correctly affects the energy drain of Mana Wrench rank 4.
* Transmogrify will no longer land on the Dominator if it is reflected.

DRUID
* Satyr: Reduced size of the model; it's now approximate in size to a Bahmi.
* Faerie’s Favor: Now limited to one stack per caster, instead of one stack total.

ELEMENTALIST
* Icy Carapace: Fixed an issue with the ability description and debuff tooltip. They now correctly show damage values. This is also correctly modified by all effects that apply to Water damage.

INFILTRATOR [PvP]
* Fixed a number of ability tooltip issues.

INQUISITOR
* Soul Drain: No longer applies Clinging Spirit without the caster having spent any points on that ability. Changed tooltip to better indicate that this is a player-based area of effect ability.
* Bolt of Judgment: Fixed the Spell Power contribution on ranks 1-9.
* Clinging Spirit: Fixed the tooltip to reflect that this only increases magical damage taken.
* Life and Death Concord: Description now properly indicates that the effect may not occur again for 6 seconds, rather than 8.

JUSTICAR
* Righteous Mandate: No longer blocks itself from being recast on the same target.
* Doctrine of Loyalty: Rank 5 now properly removes a Conviction.

MARKSMAN
* Hit and Run, Controlled Fire, Close Quarters Combat, and Fire and Forget: Removed from global cooldown. Now cost 25 Energy to activate.
* Quick Reload: Removed from global cooldown.
* Retreat: Should now put you 20 meters back from your current location at use.
* Lightning Fury: Fixed a tooltip error so it properly indicates that this reduces armor by a fixed value, instead of a percentage. Tooltip also now updates when spending points in Collateral Damage.
* Fan Out: Tooltip now updates when you add points into Collateral Damage.
* On the Double, Gateway: The additional effect making you immune to Snares and Roots (when you've purchased Gateway) is now displayed on On the Double.

NECROMANCER
* Skeletal Zealot: Fixed ranks 1, 2, 4, and 5 to properly respawn if it was alive when the owner died in a Warfront.
* Lich Form: Fixed a tooltip issue.

NIGHTBLADE
* Fell Blades: Healing debuff should now be in the same stacking group as the Druid's Spiteful Spirit.
* Ebon Fury: Taken off of global cooldown. Now costs 25 energy to activate.
* Scourge of Darkness: Can no longer miss, be parried, dodged, or blocked.

PALADIN
* Balance of Power, Tip the Balance: Fixed an issue where these were being additionally affected by Attack Power, making the heal amount greater than it should have been.
* Paladin’s Reprisal: Now has icons that match between the ability and the Soul Tree.
* Aegis of Salvation: Now stacks correctly with other Endurance buffs.

PURIFIER
* Searing Transfusion: Will no longer consume effects that don't actually modify it, such as Flashover, Enflamed Rejuvenation, or Greater Empowerment.
* Life of the Era: Fixed the tooltip to clear up confusion with the radius appearing to be the buff value.
* Fiery Blessing: No longer triggers the global cooldown, as the tooltip already claimed it did.

PYROMANCER
* Heat Wave, Internalize Charge: Will no longer be overwritten by less effective buffs.
* Withering Flames: Increased damage.
* Wildfire: Procs now appear in the reactive abilities UI.
* Backdraft: Rank 1 tooltip now lists the correct damage values.

RANGER
* Fleeting Instinct: Fixed so that it doesn't cause stealth to break when active.
* Master Huntsman: Fixed a spelling error in ability description.
* Track Beasts, Track Humanoids: Updated the tooltips to indicate that only one tracking ability can be active at a time.
* Prey on the Weak: Fixed a tooltip bug.

REAVER
* Crest of the Abyss: Now properly applies its armor buff.

RIFTSTALKER
* Boosted Recovery: The incoming healing bonus has been reduced to 2-6%, down from 10-30%, to be in line with the Warlord ability Figurehead.
* Ruthless Stalker, Rift Barrier, Freedom of Movement, Hasted Time: No longer causes Stealth to break when using Shadow Shift, Shadow Stalk, Shadow Warp, and Flashback.
* Stalker Phase: No longer causes Stealth to break when using Shadow Stalk.
* Track Air Rifts: Updated the tooltip to indicate that only one tracking ability can be active at a time.
* Fixed a bug allowing Riftstalker teleports to cause them to occasionally fall through the world.

SABOTEUR
* Carpet Bombing: Taken off of global cooldown. Now costs 25 Energy to activate.
* Annihilation Bomb: Should now deal damage if the enemy is immune to stuns instead of failing both damage and stun components.
* Track Constructs: Updated the tooltip to indicate that only one tracking ability can be active at a time.

SHAMAN
* Frozen Earth: No longer stacks with other snares.
* Courage of the Bear: Fixed the tooltip to include restriction of only maintaining one Courage at a time.
* Bitter Wind: Tooltip now explains that this ability does not trigger a global cooldown.
* Lightning Hammer: Fixed Rank 7's tooltip.
* Endless Winter: Will now show the icon with Show Ability Icons option enabled.
* Brutalize: Updated the icon to actually look like a bleed effect instead of using the same icon as Massive Blow.

STORMCALLER
* Arctic Blast: Now has a 20 second cooldown.
* Improved Electrocute: Now properly affects the cooldown of Electrocute.

TEMPLAR [PvP]
* Echoes of Ascension: Now also restores 20% mana.
* Blessing of the Stone, Creeping Remedy, Little Off the Top: All of these will now correctly appear with Show Ability Icons setting enabled.

VOID KNIGHT
* Discharge: To better fit with desired usage, Discharge has a few new changes. Cooldown has been changed to 8 seconds. Damage reduced to come in line with other large-hit abilities. The Damage effect is now increased by Attack Power, to scale better with characters and gear.
* Singularity: Tooltip now displays the correct durations for each Attack Point.
* Rift Summon: Fixed tooltip.
* Quality Care: Clarified the tooltip on this ability to help explain it better.

WARDEN
* Healing Cataract: Fixed a bug causing the mana cost to be calculated as a single-target heal rather than a raid heal.
* Crushing Wave: Range reduced to 20 meters.
* Overflow: Now with more actual heals!

WARLOCK
* Reconstruct: Reduced aggro generation of this ability.

WARLORD
* Intercept: Can now be used on allies that are behind the Warlord.
* Aspect of the Elements: Power cost changed to match with other Aspects.
* Empowering Strike: Threat generation has been increased to match Leader's Mark.


ZONES

DROUGHTLANDS
* The Stray One: Podovaxus should now properly give quest credit.
* Podoxavus is no longer quite so spammy on death.
* Tampering With the Well: Fixed an issue causing this quest to not update correctly.
* Splitmouth Shamans have changed to Splitmouth Elementalists and regained their casting class, including more pew pew!

FREEMARCH
* There is a new porticulum at Knight's Stand to make travel around Freemarch easier. We also added a path from one side of Smith's Haven to the other.
* Washed Away: Reduced Mayor Jerrin's respawn time.
* I Heard a Storm Was Coming: Reduced the Fathomlord's respawn time.
* No Mercy for the Merciless: Reduced Iriri the Merciless' respawn time.
* Burning Down the Hill: Increased the number of tents that can be set on fire, and decreased the respawn of kerosene urns. Decreased general frustration level by 80%.
*The Living and The Dead: Fixed an issue that could cause innocent bystanders to be teleported to Scarlet Gorge during this quest.
* A Rift location close to Meridian that spawned NPCs inside of rocks should no longer do so.

IRON PINE PEAKS
* Fixed a missing quest - Protector of Your Weak - in the Guardian quest flow.
* Dagda Skullthumper, the Redsnow bandit, should no longer return to life instantly when slain.

MERIDIAN
* Removed the obsolete reagent vendor. These were not the items you were looking for.

MOONSHADE HIGHLANDS
* Hammerlord Post has more generally 'interesting' things going on in it.
* Polish to loot tables for Rift events.

SCARLET GORGE
* The Living and the Dead: Now with voiceover!
* A Failure of Leadership: Fixed an issue that caused this quest to take a long time to reset.

SCARWOOD REACH
* In the Blighted Pit, characters with pets should no longer aggro Gnarlbone while he is still behind his energy field.
* Crushing Chitin: Total amount of Bloodsilk Mageweavers has been increased, which should make this quest less frustrating.
* Friend to Nature: Tamed Beast no longer auto-flags Defiants for PvP when they defend themselves.
* Rift - Eaters of the Dead: The Sable Broodmother should now be killable.

SILVERWOOD
* The Uncovered Grave that can occasionally be found in Treant's Grove is now home to some Undead who don't particularly like their crypt being disturbed.
* Rift: Gedlo Supply Drop should be dropping more fun now!

STILLMOOR
* Death faction NPCs are now friendly with their buddies, the Death Rift NPCs.
* The Stillmoor defenders that shout for help during Zone Events no longer shout all the way to Moonshade Highlands.

STONEFIELD
* Fatal Distraction: Using the control collar now increments that quest objective for the entire party.
* Bad for Business: Quest now allows more types of trolls to count toward the objectives.
* Rift - Deepstrike Summons: Skarn in this Rift event no longer have extra health and damage boosts.


DUNGEONS AND RAIDS
* Fixed an issue where Expert Dungeons and Raid lockouts would sometimes reset a day later than intended.
* Water, Life, Death, and Air Raid Rifts are now available.
* Made the failure messages for Raid Rift lures more consistent with why the lure failed.
* Fixed Raid readycheck behavior. Indicators will now clear properly when leaving a group. Failing a readycheck now has a sound effect.
* Fixed a bug with parties disbanding and reforming inside an instance not being properly joined to that instance.
* Expert: Abyssal Precipice and King’s Breach bosses now drop the correct type of Rift lure components.

ABYSSAL PRECIPICE
* Iceclaw Skuttler's Shell Shock no longer crits, and has reduced damage.
* Expert: Kaler Andrenos now has a Frenzy ability.

CHARMER’S CALDERA
* Expert: Xaeiel and Sanwusu are no longer required to be killed to gain credit for defeating Gronik.
* Expert: Smouldaron now has a Frenzy ability.

DARKENING DEEPS
* Standard: Gatekeeper Kaleida’s health reduced.
* Standard: Rotted Dredgers on Overseer Markus’ platform no longer give loot or experience.

DEEPSTRIKE MINES
Overseer Markus: Fixed a bug where his Frenzy could be cleansed.
Expert: Overseer Markus: Frenzy now stacks.

FALL OF LANTERN HOOK
* Rorf's Infected Wound should now properly remove when the target reaches full health.
* Expert: Flamebringer Druhl’s Molten Instability is no longer cleansable.

FOUL CASCADE
* Expert: Queen Vallnara’s hatchlings should no longer despawn after appearing.

GREENSCALE’S BLIGHT [Raid]
* Increased Damage of Duke Letareus, Infiltrator Johlen, Oracle Aleria, and Prince Hylas.
* Increased Health of Johlen, Hylas.
* Enraged bosses now have increased movement speed.
* Increased Damage of Blighted Hexmasters, Blighted Guards, Voracious Bloodletters, Blighted Sentries, and Blightleaf Protectors.
* Increased Health of Blightleaf Shamblers.

Duke Letareus
Decreased the amount of time before Letareus Enrages.

Infiltrator Johlen
* Damage from Furious Wisps and Swarming Wisps now report properly in the combat log.
* Lowered the health of Concussion Bombs.
* Reduced the damage of Swarming Wisps.
* Decreased the amount of time before Johlen Enrages.

Oracle Aleria
* Necrotic Boon now increases run speed.
* Decreased the amount of time before Aleria Enrages.
* Necrotic Eruption can no longer be cast on pets.
* Lowered the health of Invigorating Wisps.
* Invigorating Wisps no longer continue channeling after they are killed.
* Killing one Invigorating Wisp will not disrupt the channel of another Wisp.

Prince Hylas
* Hylas now summons Blightleaf Guards during Invocation of Life after a period of time has passed.
* Hylas’ lieutenants now cast Shared Purpose, an aura effecting Hylas and other lieutenants.
* Soul Fracture: Increased Life damage significantly.
* Contagious Cottontail: The wandering effect range has been reduced.
* Landmine: Warning time slightly increased.

IRON TOMB
* Standard: Shadowed Fiends and Shadowed Renders no longer respawn indefinitely.
* A number of Iron Tombs quests were rewarding items from the Realm of the Fae item list. These are corrected and these quests now offer unique items.

KING’S BREACH
* Flesheater Autoch’s Wounding Charge now deals less damage.

REALM OF THE FAE
* Fae Lord Twyl can no longer be reset after being killed.

RUNIC DESCENT
* A number if item drops in this zone were set to an incorrect level. These have been corrected and items upgraded to match with their new, proper level requirement.
* Eliam the Corrupted: Fixed a bug where Wretched Souls were not casting Wretched Union during this encounter.
* Expert: Atrophinius the Fallen’s Death Rite now has a warning message. It can also be cast during Atrophinius’ Charge state.
* Expert: Atrophinius the Fallen: Reduced the duration of Deathly Draught and Staggering Blitz. Tick values have been adjusted so the net effect is the same.
* Expert: Rictus now has a Frenzy ability.


PVP/WARFRONTS
* Warfronts: Deserters will not be tolerated! If you leave a Warfront before the match has finished you will not be allowed into additional Warfronts for 15 minutes.
* Whitefall Steppes: If you manage to get the other team's Sourcestone into your own starting area, it will return to its spawn point.
* Black Garden: Applied more physics to prevent double-jumping up walls. Darn gravity!
* Port Scion: Increased the power of bosses and mini-bosses in this Warfront. There are also more benefits for defending objects in this map! Ascended Defender buff increases Favor gain by 5% when near certain important objectives or NPCs.
* Rewards from Warfront quests no longer have a required level to use.
* Embrace the End: Quest now rewards The Moribund notoriety, instead of Eldritch Seekers.
* Quests that require winning 5 matches of a given Warfront no longer give multiple updates for each member of the raid who is on the quest.
* Guards will pay more attention to stopping PvP attacks.


CRAFTING
* Increased the range of skillups given from refining a tier of hide, ore, and wood. These recipes should award a few more points and stay green longer.
* Expert Dungeons now drop recipes for Apothecary and Runecrafting.
* Parchment and Vellum recipes are once again available from any Artificer Trainer.
* Planar faction merchants now have new Runecrafting recipes. These include Planar resistance runes and, in some cases, unique-flagged Planar runes.
* Crafting Quest: Pure Distillate: Defiants can now complete the second step. Craft on, McCrafty!
* Recipes purchased from Planar faction merchants can no longer be resold for silver.
* The Runecrafting Artisan Store now offers some new Master level recipes. Pure stat runes for weapons and three unique Planar runes have recipes for sale.
* Fixed a number of Artisan Store end-game runes that were applying incorrect enhancements.
* The Apothecary recipes offered by the Arcane Hand, Dragonslayer Covenant, Order of Mathos, and Icewatch have been changed. Heroic Manasurge Vial, Heroic Fortified Vial, and Heroic Enduring Vials have been removed. New recipes for Heroic Warding Potion, Heroic Philter of Power, Sheepish Concoction, and Exalted Bottle of Tricks have been added in their place.
* Removed faction requirement to purchase Runecrafting and Apothecary Artisan recipe scrolls.
* Fixed an issue where the Light Seafoam Dye recipe scroll required 90 skill to use instead of 110, which was the recipe's actual requirement to craft.
* The Favor quartermasters in Meridian and Sanctum now offer Runecrafting recipes for Valorous Runes.
* Fixed an issue where Rugged Fabric was not combining properly into Processed Cloth.
* A large number of Weaponsmith-crafted items were marked as ‘Unique’. Some of these should have been Unique-Equip meaning you can make many of them but only have one equipped at a time. Some should not have been Unique at all. These are now updated so you can craft as many as you’d like!
* Updated Riding Chaps, Insoles, Padding, and Whetstones. All of these temporary items now have a duration of four hours, rather than 5-30 minutes.
* Brilliant Tough Rune and Blazing Tough Rune: Changed from Toughness increase to Dodge and Endurance increase.
* Recipe for Ceremonial Visage now requires Stillmoor-appropriate drops instead of Iron Pine drops.
* Soft Tissue Boots can now be Runebroken.
* Werewolves can now be Butchered.
* Renamed Icebound Tear to Icebound Heart.
* Recipe: Fireworks: Now teaches the intended recipe.
* Removed a Kingswood Log node from Shimmersand that would respawn repeatedly.
* Fixed rare cases where you could be double-charged when learning a new recipe from a trainer.
* All items sold from Vendors can no longer be Salvaged or broken down with Runebreaking.
* Previously, skinnable animals would show red or white text in the skill requirement tooltip. Now it shows appropriate skill level coloration based on your Butchering level.
* Raised the spawn rate of Copper in level 12+ and 15+ areas of Freemarch.
* Added more harvest nodes to Gloamwood, particularly ore. Iron should be more abundant.
* Added more harvest nodes to Stonefield, covering a number of gaps. Like Gloamwood, a specific focus was given to increasing Iron nodes.


ITEMS
* Toughness is now available on four item slots: Shoulders, Chest, Legs, and Feet. Toughness is only available on items at and above level 50. The amount of Toughness per each item has been reduced as a result of this change.
* Fixed a bug causing some items to reset their cooldowns when teleporting or logging out and in.
* Potions that grant Charge now display what they're modifying in the combat log.
* Iron Claw Shooter: Fixed so it boosts Attack Power instead of Spell Power.
* Amphibious Brew: Corrected duration to 8 minutes.
* The PvP reward, Diminishing Helm: This was improperly set as a breastplate. Fixed it to go on your head instead.
* Fixed a bug causing Lesser Scrolls to be unusable until level 5. They can now be used at level 1.
* Reduced effectiveness of Indomitable Runeshards, Thin Planar Lenses, and Reinforced Planar Lenses.
* Book: ‘The Bahmi: A Study’ can now be read.
* Dichrom’s ‘Eternal Breastplate’, which is a helm, has been renamed to Eternal Helm. Not to be confused with Plutonus’ Eternal Breastplate, which is, in fact, chest armor.
* Granite Falls Spaulders now properly sort as Shoulder items in the Auction House.
* Starting equipment can no longer be sold to vendors.


GRAPHICS AND AUDIO
* Fixed issues causing player armor to appear the wrong colors after respawning or Soul Walking.
* Changed overhead PvP Quest icons to be color coded based on faction.
* Added new PvP mouse cursors.
* Fixed missing projectile effect on Flame Spear.
* Improved lighting for more natural-looking character skin.
* Updated sky and ambient lighting scheme for more ‘3D’ feel.
* More ghostly ghosts!
* Updated a bunch of Soul ability sounds.
* Updated visual effects for Marksman soul abilities for a new unified look.
* The 'UI Volume' slider no longer affects non-environmental background noise anymore.
* Additional volume mix tuning for relative loudness/quietness of audio.
* The camera should work better with underwater clipping, making it so you aren't seeing above and below water at the same time.
* Adjusted the swim height of female Dwarves so their heads are above water.


COMMANDS AND MACROS
* /leave (channel name) now works! This used to only allow channel numbers.
* Macro tooltips now show all lines of the macro.
* When replying to a tell, you can now hit Tab to cycle through names of people you’ve recently received /tells from.
* The macro system now supports the /suppressmacrofailures command, which will block the "Can only cast one ability per macro" and other messages generated by any commands following the /suppressmacrofailures entry.
* A macro's #show will now work after training up ranks in a #show'n ability.
* Fixed mousebutton 3, 4, and 5 + a keyboard modifier key (SHIFT, ALT, CTRL) not working very well when bound to an action bar.
* Also fixed mousebutton 3, 4, and 5 + Shift not working when replacing an existing keybinding.
* /wink correctly prints the wink emote text, rather than /flirt's.
* Substitution tokens such as %t, %R, etc, now work in /tweets.
* You can now shift-click to split stacks of items in your bank or bank bags.
* Destroying items now works from the character sheet, even if your inventory is full.

CLASS MECHANIC UI
* Fixed a bug that would remove the Class Mechanic UI when resetting the UI.
* Class Mechanic UI: Fixed a bug causing the current number of stacks to carry over to new targets that didn’t actually have them.
* Class Mechanic UI: Now displays time remaining for each effect.
* Class Mechanic UI: Fixed a bug that could allow Saboteur charges displayed to increase beyond 5.

UI/SETTINGS
* You can now set how many quests to track on-screen at once (up to 10) by changing the setting in the Interface -> Display category.
* The mouse cursor should now correctly change to the glowing or greyed out gauntlet to indicate whether you can cast a spell on a ground target, Salvage, or Runebreak.
* Mouse cursor also changes when you are selecting an item to preview (ctrl-click).
* Soul Tree shortcut button in the icon tray will now glow when you have unspent Soul Points. The tooltip for this button will also update to indicate this.
* Usable items in quest tracking stickies are now 50% easier to click on (because they’re 50% larger)!
* The Quest Complete reward selection now has a visual effect on the entire reward background if a choice is required.
* The pet bar is now always visible when a pet is summoned, including when mounted. Using a pet ability while on a mount will cause you to be dismounted.
* Hovering over raid members in the raid frame will highlight that character in the game world.
* The Auction House now properly saves and displays the duration of the last posted auction.
* Removed ‘Survival’ search category from the Auction House.
* Planar Augments are now removed from the Crafting display after they’ve been used to create an item.
* Moved quest log indicators to the correct location for quests that group members are also on.
* Friend login/logout messages are now displayed in the chat window. Added an option under Social settings to toggle these notifications.
* The guild roster now supports right clicking on member names to select a ‘send tell’ option.
* Guild logs will correctly show Server First achievement names if they are listed.
* Edit Layout mode: It's now possible to enter decimal points into the scale/alpha setting boxes.
* Edit Layout Mode: Elements can now be set to fade in and out when moused over or when entering and leaving combat.
* Additional Edit Layout improvements.
* Mount icons on toolbars will now properly grey out when inside instances.
* We also display a better error message when you're blocked from mounting in an area, rather than 'Invalid Target'.
* Right-click context menus are not allowed to display outside of the edges of the game window.
* New characters show minimap tracking for Healers and Calling Trainers by default.
* Added support for additional Turkish chat characters.


CLIENT
* Added a Delete Character popup requiring you to type confirmation text before a character is deleted.
* Added new categories for contacting a GM, ‘Report Spam’ and ‘Hacked Account’.
* The ‘I’m Stuck’ button will stop getting stuck after 24 hours has passed. The irony of this is not lost on us, either.


Nice calls on the rift/raid xp adjustments. I'm a bit puzzled at "reduced the amount of zone event participation to earn the rare sourceshards" -- I've never had a problem with it, even when only participating in, say, killing a few invasion elements or sealing a rift or two and not touching the boss. I wonder if clearing smaller footholds solo will be worthwhile now. The xp before was pretty laughable and it offered trash rewards. It's interesting to note that Rift NPCs get health bonuses according to nearby population. I'm also heartened to hear, in light of that revelation, that they didn't feel it was a big enough bonus. Massive mobs of players executing targets in Rifts before my mage can even get her tokens stacking to put out a good damage rotation is annoying; spamming my inefficient (when the groundwork hasn't been laid, at least) instant shouldn't be my go-to strategy for getting shots in.

Thank goodness for the change to the way The Care and Imprisonment of Changelings updates. So frustrating!

Class Mechanic UI stack fix and timers makes me a very happy player, too. I can play my VK again without going insane!

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 Post subject: Re:
PostPosted: Thu Mar 10, 2011 1:13 pm 
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Talya wrote:
Hmm. Should I try this game when I come home early next week? Or should I pick up cataclysm?


I dont think you can go wrong with either, although I havent played any Cata, you know what you're getting with WoW. Rift is very similar too but you get the "new game" bonus that I enjoy.

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 Post subject: Re: Re:
PostPosted: Thu Mar 10, 2011 3:18 pm 
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Dash wrote:
Talya wrote:
Hmm. Should I try this game when I come home early next week? Or should I pick up cataclysm?


I dont think you can go wrong with either, although I havent played any Cata, you know what you're getting with WoW. Rift is very similar too but you get the "new game" bonus that I enjoy.


Having played both, I'll offer up the following:

Cata really isn't anything new. It's 5 more levels, a fun VERY linear quest line in 5 new zones, with a 6th pvp zone ala Wintergrasp. However, I've personally found replay-ability lacking. The new 5 mans are fun, and the heroics are of a similar challenge level to the easier raids in Wrath. Raiding in Cata is a definate step up in difficulty from Wrath, with normal Cata raids being about on par with ICC Heroics. They are VERY focused on movement and damage avoidance. If you're good at situational awareness, and have 9 or 24 other people who are as well, you'll do fine. If you aren't, you'll hate life. From a class perspective, lots of minor tweaks to the classes, but they are all still pretty fundamentally the same.

Rift is in many ways what WoW was when it came out. Very few of the specific technologies or game mechanics are actually new, but what Trion has done is to pull what they thought were the best ideas from a long laundry list of games and have figured out how to put them together into a very cohesive whole. Probably the biggest selling point to Rift is the world events (Rifts) that allow all sorts of random folks work together to defeat invasions and monsters. So far that system works really really well. Additionally, the game is specifically designed to allow very large groups of players to all function together without lag. I've personally been in rift events with upwards of 75-100 people with no discernable lag what so ever. The game is familiar enough in form/function to be comfortable immediately, but with a number of differences and new things that makes it fresh. One possible criticism is that it doesn't have the depth of lore that WoW does, but Blizzard is really drawing off of years of the Warcraft line, so they have set that bar VERY very high.

So, if you really enjoyed WoW, but stopped for some other reason, then Cata may be fun for you. If you stopped playing WoW because it had grown old or stale, I'm not really sure that Cata will have much to offer you. Rift has a bunch of new things to try and do, learn and explore but it's also not Azeroth.


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 Post subject: Re: Rift
PostPosted: Thu Mar 10, 2011 6:54 pm 
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I pretty much agree with Aizle's summation, especially this part:

Aizle wrote:
So, if you really enjoyed WoW, but stopped for some other reason, then Cata may be fun for you. If you stopped playing WoW because it had grown old or stale, I'm not really sure that Cata will have much to offer you. Rift has a bunch of new things to try and do, learn and explore but it's also not Azeroth.


I quit wow because I was bored of it in wotlk, came back because I'd heard good things about cata and lasted about two weeks.

If you played warhammer at all, the public quest system was taken from that and used extensively in rift. There's almost always rifts up somewhere that you can run to, join a public group if others are there, and do some killing. One of my favorite things to do.

On top of that, there's all the usual stuff: raids (including rift raids, actually), instances (including two tiers of "expert" five mans, heroics basically), pvp, daily quests, etc, etc.

I'm enjoying it so far.


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PostPosted: Fri Mar 11, 2011 6:39 pm 
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So I'm patching. Who here is playing on a PvP server?

Do the races matter much to what kind of "class" you want to be?

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PostPosted: Fri Mar 11, 2011 7:05 pm 
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They removed racial stat bonuses, so no; race doesn't matter at all.

I mainly play Guardian on Greybriar (PvE) but I do have a couple Defiant toons on Deepstrike (PvP).


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PostPosted: Sat Mar 12, 2011 8:48 am 
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44 now. Spent the afternoon doing pretty much nothing but zone invasions. Shimmersand, Stillmoor (wasn't *really* effective, but eh) and Droughtlands.

Started at 41. Had a blast all afternoon and stuff :)

Also, Bladedancer is what Combat should have felt like.

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PostPosted: Sun Mar 13, 2011 1:21 pm 
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Hit 50 on Friday night. I can report there is a ton to do at 50, I'm still kinda overwhelmed.

Much will be familiar to the WoW players. Dailies for PvP, PvE, Crafting. Guild leveling quests. Doing Rifts for planarite and loot. Doing "experts" aka Heroic dungeons. Warfronts. Puzzles, exploring, Ancient cairnes. Grinding various rep for mounts/gear/runes/recipies etc. Rift raids (havent tried this yet), open world raids (did 2 of those), Dungeon raids (havent tried it). EDIT: Oh yeah and of course invasions. Need more of those actually even though they bumped up the frequency in a recent patch.

So yeah.

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PostPosted: Mon Mar 14, 2011 1:11 am 
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Went back to Fae on my rogue tonight, so I could knock down the two steps of the Kongeegan followups that take you back in there. Two of the 4 encounters those two quests added to the dungeon are buggy as hell, and they're tougher than the rest of the dungeon to begin with (judging by the third, unbugged encounter of similar type).

Wiped twice on the first bugged encounter, then pulled out the second bugged one unscathed in a pretty white-knuckled fight. The third one was a fun chalenge.

Riftstalker tanking for group content is fun as hell. Just wanted to say, hehe.

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PostPosted: Mon Mar 14, 2011 6:45 am 
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Having fun. Hit 20 last night before I logged. The rift invasions and things like that are huge, HUGE fun. That is what has been missing from my gaming experience. Don't have to go find an instance to do stuff like that.

Playing a Champion/Paragon/Riftstalker build but mostly Champion/Paragon. I keep going between two-hand and dw.

And good Lord, THE QUESTS! There are so freakin many! Also, I love the little artifact finding quests. I can tell I'm going to be very frustrated with some of that though with missing pieces.

Love it so far.

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PostPosted: Mon Mar 14, 2011 9:42 am 
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Nitefox wrote:
Also, I love the little artifact finding quests. I can tell I'm going to be very frustrated with some of that though with missing pieces.


The nice part is all the artifact pieces are tradeable, so you can often find missing bits on the AH and can also sell off your extras (or mail them to alts).


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