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  • RIFT's endgame detailed in 18-minute video

    by 
    Jef Reahard
    Jef Reahard
    02.19.2011

    Much has been written about RIFT in regard to the title's first 20 levels, its soul system, and the titular rifting mechanics. Endgame has remained something of a mystery up to this point, but a new article (and an accompanying 18-minute video) at G4TV has conspired to shed a little light on the proceedings. RIFT's endgame features both 10- and 20-man raid types. Trion calls the 10-man exterior raids "on-demand rifting," and in a nutshell, the encounters function similarly to the game's public quest system. The main raid group initially opens the rift and deals with the resulting enemies. Random players can also join, and the more who do, the harder the content becomes. What about loot? Only members of the rift-opening group are eligible; late-comers will receive tokens and cash. The 20-man raid experienced by G4 was an interior instance named Greenscale's Blight, which featured a more traditional setup in that there was a lockout timer and no provisions for public participation. RIFT will feature five unique raid types at launch, with more unlockable instances scheduled for post-release. These raids will open up via world events, and they're not progression-based, "meaning you don't have to do the 10-man exterior rift raids in order to try out the 20-man ones." Hit the jump for the full video. [Thanks to Puremallace for the tip!]

  • Level 80 Death Knight solos Zul'Gurub

    by 
    Mike Schramm
    Mike Schramm
    11.26.2008

    Paladins have been the solo instance kings for a while now, from BRD to Onyxia to Blood Furnace, but there may be a new contender in town. Felblood let us know that his level 80 Death Knight (I believe this is his Armory page) has soloed one of my favorite instances, Zul'Gurub, going from the snake boss all the way to Hakkar with just his character.The snake boss, he says, was easy, just a nuke. The bat boss Jeklik silences, and a few of his resists failed on her, so she got some healing off, but she still dropped. Panther and spider went down all right, though the spider's webbing apparently kept him from healing as well -- being silenced, he couldn't cast disease, so Death Strike didn't heal. Bloodlord Mandokir was super tough, apparently -- I can imagine that watching would be pretty nuts during that. On Thekal, the tiger boss, his problem was that he was killing too fast: the boss would get ressed when one of the adds died early. Eventually he just brought them down to 50% and then just nuked all out, and the second phase was easy.And Hakkar was anticlimactic -- he just basically tanked and spanked. He tried to anti-magic the Blood Syphons, but they didn't heal for much, so he just wailed on Hakkar until he was the last one standing. Quite a feat. Of course, at level 80, he was 20 levels above where this 20 man instance was meant to be, so we probably haven't seen the end of the level 60 content being soloed. But it seems that Death Knights are almost more equipped than Paladins to bring down some of the raid content on their own.