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Rift: Planes of Telara Warfront Guide

Rift: Planes of Telara has many different warfronts, which are instanced PvP battlegrounds. These allow you to jump in to a PvP match for a short time, get some rewards while playing along with other players, and then leave. It is an awesome way to get in a PvP fix, even if you do not have a lot of time to play.

Through this article we will be taking a look at each of the warfronts, tips and tricks for them, and anything else you need to know in order to be successful at them. By the end of it, you will know all there is to know, and then some!

The Black Garden – Level 10+

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This is one of the first warfronts that opens up to you. Starting at level ten, you are able to enter. This match can have anywhere from five vs five to ten vs ten, and it takes place on a somewhat small map.

In the middle of the map there is a relic, known as the Bauble. When picked up, your team will start earning points depending on your location in relation to the center of the map (the location where the Bauble actually spawns). By standing close to the center while holding it, your team is rewarded six points per tick. As you go further and further away, it will decrease, with the lowest amount earned being a single point per tick.

During this match, each player kill is worth one point. As you might expect, getting to the winning score (which is five hundred points) would take forever if you decided to try and make it using nothing but kills. As a result, the relic plays a central role in this match. If you are able to hold it for long periods of time, the match ends pretty quick!

While holding the relic is the goal of The Black Garden, it is more difficult than it may seem. Other players are attacking you while you have it, of course, but there is another problem… the relic will be doing damage to whoever holds it. As time goes on, the damage goes up, and it will keep increasing until it kills the holder with one single tick. This means that even if you are able to heal through its ticks, at some point it is still going to kill you (as long as the match does not end first). This adds a whole new dimension of strategy to this, in that even if players are not attacking you, or even near you, you are still at a very high risk of dying.

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Strategy

First off, at the beginning of the match everyone will be rushing to the center of the map to grab the relic. When this happens, you will want to get as many AoE's going on the relic as possible, because as long as people are taking fresh damage they will not be able to grab it. This gives your team some more time to try and break through to get it, or kill off enemy players as needed. If you see a lot of AoE's already on the relic, you can sometimes get on it and grab it even while the combat is going on. This is really a bit hit and miss, though, and while it works sometimes, sometimes it does not.

Defending the Relic

Choosing a good place to stand while holding the relic can be tough. Usually, you want to try to stay as close to the center as possible. If you are able to, use the thorns sticking out of the ground to avoid enemy attacks. If your team is being run over by enemies there, though, you can also move back towards your spawn a little and use the trees for cover. You should not, under any circumstances, ever take the relic back up top to where the spawn areas are. At one point per tick you are getting almost no reward for this, and if you are being pushed back that close to your spawn there is a bigger issue at play. In the vast majority of cases where this ends up happening, it leads to disaster, so just avoid it altogether.

Healing, or just staying alive while holding the relic is very tough. Usually a single healer (or yourself, if you are one) can handle survivability for quite some time, but at some point you are going to be killed by a single tick, in which case no amount of heals are going to offer protection. Up until this point, just spam heals and try to keep up the best you can. Even if you can not heal a lot, every extra tick you live through means more points towards your team winning!

It is also worth noting that the damage ticks from the relic are based on a percentage of your health, so it does not matter what class of player picks it up. Tanks will die just as fast as anyone else while holding it (though they do have the advantage of having more defense when being attacked by other players). In most cases, your team should be able to offer up enough protection that the class will not matter as the damage taken by players will be minimal.

By far the most important thing to do when holding the relic is to let your team know when you are about to die. While players can see your health and can see when it drops, it is not always clear when the ticks are getting too powerful. For this reason, you will want to watch for it as well, and let your team know around ten seconds before you die, so that an allied player can grab the relic before an enemy does. This is one of the most common mistakes that is made, where someone will not let anyone know they are about to die and nobody is prepared to grab it. This also leads us on to our final point.

When dying and holding the relic, always go to your allies first! Do not allow yourself to die and drop it away from your team, or nobody will be able to grab it. When this happens, you are risking either an enemy grabbing the relic or it resetting to the center of the map again, neither of which is preferable. Try your best to avoid this altogether by sticking around your team. If you happen to not be holding the relic, find the person that is and try to keep up with them. Then, if they die and drop it, you will want to try to grab it as fast as possible.

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Attacking the Relic

When your team is not in ownership of the relic, you should have one target: the enemy that is holding it. This is important because the points earned by holding it are the most beneficial, so you want to minimize the amount of time your enemies are gaining benefits from it. In some cases a healer may need to be crowd controlled to take down the relic holder, but for the most part you can usually put enough pressure on him to account for the heals; especially when you take in to consideration the damage that is already being done simply by being the holder!

In some situations you may find that you can kill the relic holder but are not able to retrieve it. When this happens, a good alternative is to simply take over the middle of the map (if possible). From here, you can throw out AoE's on the relic and keep anyone that tries to grab it in combat. After a short period, it will reset to the middle of the map and your team will be able to grab it!

In any case, try to avoid enemy tanks at all costs, as killing them has no value. While you do get the single point for doing it, they will spawn after a short period and be right back on you anyways. It is much better to put your focus elsewhere and deal with, if anything, the enemy healers.

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Domination: The Black Garden – Level 10+

Domination: The Black Garden takes place on the same map as the normal version of The Black Garden, but the two game types could not be more different. While you may get comfortable with the normal version, you will be using entirely different strategies here.

If you are not already familiar with what the Domination game style is from other games, mainly first person shooters, here is a quick run down:

In Domination, the map is spread out in to smaller areas with flags on them. The goal is to capture these flags and hold them as long as possible. Unlike capture the flag, however, you are not moving the flag. Instead, what you are doing is just defending an area.

In this map, there are two points that can be captured and held. One is on the east side of the map and the other is on the west, both about equal distance from each team. When you go to one of the flags and use it, it will start moving to your team's color. Once it flips, you start earning points for it.

If you flip a flag that is owned by the enemy, it will first go neutral. While this is happening, a timer will be counting down. If an enemy flips it back to their side before the timer ends, the change is immediate. If they do not, it will turn in to your team's color. The same goes for the other way around, as well. If you own a flag and an enemy starts flipping it, you have until the timer goes down to flip it back for an immediate change.

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Strategy

Really, you only need to hold one of the flags, so long as you are also getting enough kills (with your team) to keep the score up. If you are having problems with this, though, sending someone to flip the enemy flag is an option. Even if all they can do is put it in to a neutral state for a few seconds, that can make a big difference in the scores when you are already close as it is.

The alternative to this is to try and hold both points, though this is hard due to them being on separate sides of the map. For this to work, your team has to really work together; no matter what happens, the group is going to end up split one way or another, as some will need to defend the flag you do have while the others go and try to capture the other one.

There really are not that many tricks to this map, due to how it is laid out and the location of the flags. Pretty much everything that matters is out in the open, so it is more of a defending map than anything. Just try to hold your own and keep up enough kills to stay afloat (with the most points) and you will be good to go!

Library of the Runemasters – Level 10+

www.blogcdn.com_massively.joystiq.com_media_2011_09_hammerknell-library-pvp-warfront.jpg Library of the Runemasters is a bit different from the other warfronts in that it is a massive slaughter fest. People are dying in it constantly, and kills, while they do not give a lot of benefit in terms of points, do end up contributing quite a bit to the winning team just because there are so many.

The Library of the Runemasters is a battle to a point count of 1,000. This comes from killing players and from grabbing relics. It is a lot like The Black Garden in that regard, only instead of having a single relic, there are many (I think the most I have seen is seven at once). Each of these, when picked up, contributes three points per tick to their team, so points can add up very quick if one team is quick on their toes.

The downside to having so many relics is that it makes healing the holders that much more difficult. Instead of being able to just focus on healing and protecting a single person, you are trying to heal and protect many at once. To make matters worse, if two relic holders are standing within a very close proximity of one another, their damage will radiate to each other. Because of this, keeping a distance between the holders is also necessary, which limits the effectiveness of things like AoE heals and makes protecting them from enemies that much harder.

The Portals

On each side of both spawns there are portals that can be taken. These will teleport you down to the second level of the map and they give a damage boosting buff. Alternatively, you can also just jump off the edge at the top, as there is no fall damage here, but you will not be given the buff if you do this.

Usually, you will want to take the portals. While you can save a few seconds by going off the top directly (and it is kind of fun to leap off!), the damage buff is more than worth grabbing and it can easily make the difference between winning and losing a fight.

In some cases, however, leaping from the top is the better option. This is usually the case when you are trying to rush out to the middle of the map to protect your allies, in which your damage, while it would help for it to be enhanced, is not as important as getting there as soon as possible. Another case where this is a good option is when a relic has spawned close to your spawn and you want to get to it as soon as possible. Again, time is of the essence here, and you want to get the relic before your enemies do.

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Grab the Relics!

The worst part of this map when I play it is watching how many players decide to skip the relics. Being that they are the central part of the match and they pretty much determine who wins and who loses, this makes no sense. There is absolutely no reason not to grab the relics as they spawn. If you are running around and you see on the mini map that one has popped up, stop whatever you are doing and head over to where it is.

Even if you are low health and have low defense, you still want to pick up the relics. If you pick one up you will get at least one tick (for three points) before you die, but that is not even the most important thing. If you do not pick it up, your enemies will and they will get the score from it. By picking it up, you put it in to play and when you die while holding it, you do not drop it; instead, it will disappear and spawn again after a short while. So even if you do not think you are going to be able to hold the relic for very long, that does not matter; your goal should also be to keep your enemies from being able to get it!

Essentially, take every relic you can and hold them as long as possible. But also make sure that you are not standing by another relic holder (that is on your team), as your damage will radiate to one another. Other players are fine, as long as they are not holding a relic.

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Kill Relic Holders!

Your target, as you might expect, is the relic holder. The only real difference here is that there are many of them. The best thing to do here is to pick one at a time, preferably one that your allies are attacking as well. Then just pound away on them, saving any strong skills and cool downs for right after one of the damage ticks. If the damage tick was high enough, it can easily (coupled with your attacks) finish them off.

If you can get the relic holders to group up, that is even better. The radiating damage will help kill them much faster, but it can be hard to herd the players. The best way to try this out is to figure out where all of your enemies are. Then, when you are attacking someone with a relic, do it in a fashion that causes them to run in to their allies when they try to escape. Some holders are able to fight on their own, but the vast majority of the time they will run off towards their allies for support and protection. Use this to your advantage as often as you can!

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Watch the Spawns

While you are playing on this map, you want to watch your mini map the entire time. This will show you any time that a new relic has spawned, as well as the location. Sometimes you can have just run past an area and one can spawn, in which case you will need to turn around as fast as possible and start the trek back.

As the match goes on, more and more relics will start spawning. In the beginning there are only a few, but they start to increase. For this reason, even if a relic holder has not died, you will still need to be paying attention to spawns as a fresh one could pop up at any time.

If you happen to be in the midst of fighting someone and a relic spawns, stop (if you are able to) and run off to grab it. In a lot of cases, enemy players will not chase you around the map, so this will allow you to get to the spawn pretty fast and grab it before an enemy does.

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The Codex – Level 20+

The Codex is a war front that opens up at level twenty and is based on the Domination model (like Domination: The Black Garden). This map was originally designed for that play style, however, so it is quite different.

As you look across the map, you will notice that there are four different areas that can be captured. One of these is close to each faction's spawn, and the other two are in the middle, pretty much directly in the center of both factions. Each of these is worth three points per tick, except for one: The Codex. The Codex is worth five points per tick (almost twice as much as any of the others), making this the hot spot for most combat.

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