One of the greatest strengths of any MMORPG is its community. Regardless of the size of a title's playerbase, it's practically a given that the demographics will include folks with the skills (and the goodwill) to make the experience better for everyone. Usually this happens free of charge in the form of web-based tools and analysis, and the latest case in point comes to us courtesy of ZAM and its new RIFT soul calculator.
The tool allows rifters to experiment with builds all the way up to the game's level 50 cap (even though RIFT's current beta phase doesn't allow for endgame play). ZAM's announcement post carries a beta qualifier of its own, as the soul calculator is still under development and may feature a lingering bug or two.
RIFT is a subscription-based fantasy MMO developed by Trion Worlds which launches on March 1st. You can learn more about the game and sign up for beta via the official website.
Reader Comments (23)
Posted: Jan 24th 2011 12:35PM gildhur said
The best looking, but buggiest, soul calculator released so far. Look forward to improvements.
Posted: Jan 24th 2011 1:54PM Dril said
@gildhur
This. There are far more polished Rift soul builders; the ZAM one, sadly, is pretty poor at the moment.
http://riftbuilder.lotd.org/
http://rift-planner.com/?archetype=3&soul1=3&soul1_talants=0&soul2=3&soul2_talants=0&soul3=2&soul3_talants=0&lang=eng
Are the others, if the ZAM one bugs out. Personally, I use the first one, but both are good.
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This. There are far more polished Rift soul builders; the ZAM one, sadly, is pretty poor at the moment.
http://riftbuilder.lotd.org/
http://rift-planner.com/?archetype=3&soul1=3&soul1_talants=0&soul2=3&soul2_talants=0&soul3=2&soul3_talants=0&lang=eng
Are the others, if the ZAM one bugs out. Personally, I use the first one, but both are good.
Posted: Jan 24th 2011 11:45PM dudemanjac said
@Dril I don't see what's so hot about those. The zam one gives you a list of all your powers and seems to work just as goo.
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Posted: Jan 24th 2011 12:47PM codybye said
We're definitely smashing bugs left and right, and hopefully folks are enjoying the data that we plugged into the system this last Friday to prep for Beta 5. This week is all about usability for us, so if you catch anything feel free to drop us a line about it.
Posted: Jan 24th 2011 1:00PM toychristopher said
It does't seem to work. You shouldn't be able to just spend all your points in one tree and then move on to the next. Doesn't the game force you to spend points in your sub trees after you have spent so many points in one tree? That's what I experienced last beta.
Posted: Jan 24th 2011 1:12PM technogecko6 said
@toychristopher I think it is assuming you are max level. While leveling up, of course, you will hit points where you can't spend more in a tree until you increase your level.
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Posted: Jan 24th 2011 1:06PM codybye said
That's not the case, toychristopher. Right now, Rift requires you to have an equivalent level to the number of points that you place in your main soul. So, if you're level 14, you can spend 14 points in a single tree.
HOWEVER, Trion gives you more than 14 points to spend at level 14. So it may feel like they're forcing you to spend points in other trees. Since our calculator is not hindered by level, you can spend 51 straight points in a tree, and thus your character will be listed as a level 50 character and you'll have 15 more points to spend among your other two souls.
Does that make sense?
HOWEVER, Trion gives you more than 14 points to spend at level 14. So it may feel like they're forcing you to spend points in other trees. Since our calculator is not hindered by level, you can spend 51 straight points in a tree, and thus your character will be listed as a level 50 character and you'll have 15 more points to spend among your other two souls.
Does that make sense?
Posted: Jan 24th 2011 1:10PM toychristopher said
@codybye Yes that does make sense. Thanks for explaining that to me!
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Posted: Jan 24th 2011 3:26PM Scarecrowe said
@codybye
While it makes sense, it pushes me away from using a soul calculator like this. I'll just use it for the raw percentages or to get a rough idea of the direction to head.
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While it makes sense, it pushes me away from using a soul calculator like this. I'll just use it for the raw percentages or to get a rough idea of the direction to head.
Posted: Jan 24th 2011 1:10PM meanieme said
Nice to see Massively supporting IGE's gold farming/account hacking business.
IGE owns the Zam network which has been proven by comparing the ownership information from Zam's whois information.
Now they hide the information behind a proxy and deny they're owned by IGE.
There's plenty of soul calculators out there:
http://rift-planner.com
http://www.riftrolebuilder.com
I'd steer clear of anything related to Zam and IGE unless you want to take the chance of having your game account hacked.
IGE owns the Zam network which has been proven by comparing the ownership information from Zam's whois information.
Now they hide the information behind a proxy and deny they're owned by IGE.
There's plenty of soul calculators out there:
http://rift-planner.com
http://www.riftrolebuilder.com
I'd steer clear of anything related to Zam and IGE unless you want to take the chance of having your game account hacked.
Posted: Jan 24th 2011 1:11PM aurickle said
Just on a lark, I did the math just now. If you only count 3-soul builds (no 2-soul builds) there are still 56 different combinations possible for each of the four archetypes. Add in 2-soul builds (28 combinations) and the occasional person who might go with only a single soul (8 choices) and the results come to 92 possible base builds per archetype. That's not counting any point distributions within those builds.
In short, this is a game where you will never have any level of certainty as to what the other players you encounter might have up their sleeves. There is unbelievable player differentiation possible within this game.
It's like what CoH did for avatar appearance, but applied to skills instead. Simply awesome! :)
In short, this is a game where you will never have any level of certainty as to what the other players you encounter might have up their sleeves. There is unbelievable player differentiation possible within this game.
It's like what CoH did for avatar appearance, but applied to skills instead. Simply awesome! :)
Posted: Jan 24th 2011 1:56PM Irem said
@aurickle
I've been playing with rift-planner.com, since I'm going to be beta testing tomorrow, and while there certainly appears to be more flexibility than WoW, the viable choices seem like they're going to be somewhat limited based on skill synergy. It makes sense--why would I not take talents from another bow-weilding soul if they improve my main bow-wielding soul?--but I would find it really hard to justify speccing into, say, Bard as a secondary instead of Ranger if I were playing a Marksman except in very specific situations. Similar to FFXI, in which sure, you -can- use any job you like as a subjob, but with very few exceptions subs that do not directly enhance your main job's primary stats or abilities end up fairly useless.
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I've been playing with rift-planner.com, since I'm going to be beta testing tomorrow, and while there certainly appears to be more flexibility than WoW, the viable choices seem like they're going to be somewhat limited based on skill synergy. It makes sense--why would I not take talents from another bow-weilding soul if they improve my main bow-wielding soul?--but I would find it really hard to justify speccing into, say, Bard as a secondary instead of Ranger if I were playing a Marksman except in very specific situations. Similar to FFXI, in which sure, you -can- use any job you like as a subjob, but with very few exceptions subs that do not directly enhance your main job's primary stats or abilities end up fairly useless.
Posted: Jan 24th 2011 2:05PM aurickle said
@Irem
In my own playing and testing I've found the following strategy works really well (for me, anyway):
1) Choose your primary soul
2) Look at the talents within the primary soul. Choose a second soul with talents that have synergy with the primary. For example, does your primary have a lot of abilities that make crits more deadly? If so, look for a second soul with talents that increase your crit chance. Don't look at the second soul so much for abilities.
3) Does your primary soul have a weakness? Look for a third soul that offsets those weaknesses. For example, almost all mages are kind of squishy and could benefit from healing, making Chlormancer a wonderful choice for many builds.
You might want to swap 2 and 3, depending on your particular souls.
Yes, there are certainly some souls that do NOT go well together. For example, a soul that's all about dual wielding doesn't make sense paired up with a soul that focuses on two-handed weapons or sword-and-board. But in general, it seems that there are far more combos that go well together than not. :)
Reply
In my own playing and testing I've found the following strategy works really well (for me, anyway):
1) Choose your primary soul
2) Look at the talents within the primary soul. Choose a second soul with talents that have synergy with the primary. For example, does your primary have a lot of abilities that make crits more deadly? If so, look for a second soul with talents that increase your crit chance. Don't look at the second soul so much for abilities.
3) Does your primary soul have a weakness? Look for a third soul that offsets those weaknesses. For example, almost all mages are kind of squishy and could benefit from healing, making Chlormancer a wonderful choice for many builds.
You might want to swap 2 and 3, depending on your particular souls.
Yes, there are certainly some souls that do NOT go well together. For example, a soul that's all about dual wielding doesn't make sense paired up with a soul that focuses on two-handed weapons or sword-and-board. But in general, it seems that there are far more combos that go well together than not. :)









