So, I've played riftwalker for a couple months, grinded out most of the tasks,
built up my entities, toyed with pretty much all of them to a certain extent;
just going to throw my two cents out there for consideration across the board.
Preface: This guild is absurdly good for those who are patient enough to put
the work in, anybody who puts a little time in to build up their entity(ies?)
can see the true potential of it, even at the newbie/lowbie level. If you
decide to reincarnate into riftwalker, just be prepared that relative to
anything else, it is horrid at first. But after a decent amount of work, the
fire entity and air entity are great for anyone looking to get a means of
farming exp. But on to my observations, what I think could be improved upon
and what I think really needs to be completely changed.
Entities:
Fire - This is a greater starter entity, it obviously eats damage no matter
what protection you give it, but for any starting riftwalker this is a quick
way to build up rep to add damage to rift pulse etc. Also a great tool for
farming sparks/rift boss remnants; I wouldn't change much about fire entity
except maybe adding a slight increase to baseline armour class at higher
levels.
Air - Probably my personal favorite, it hits pretty well, defs pretty well,
you don't have to constantly pull it around as it follows you pretty much
through all teleportation spells except for teleport with/without error. It
reps up rather quickly, and thus becomes worthwhile to use rather quickly. The
grapple special I'm not sure is really effective because the randomness of
when a mob is going to flee rarely/if ever, lines up with when that part of
the special is 'active.' I find more often than not, that I would rather this
special keep a tracking mob from following for a period of time vice keeping
it in the room, perhaps a 'wipe tracks' effect.
Water - I'm a big fan of this entity, however, I don't think it should require
the astounding amount of rep to make it worthwhile to use. Yes, the
hpr/self-heal/healing special is immensely beneficial, but realistically this
entity does not tank very well on all accounts. The "remove poison," special
practically doesn't work, if at all. This should be an invokable feature if it
was meant to do that, at the cost of hps of the entity. All in all, I just
think this entity needs a reduction in the rep requirement, either that or
make it tank closer to how the Earth entity tanks.
Earth - Probably my least favorite, but maybe not for the common reasons. Yes
it takes a shitload of rep to build, but for what purpose? With the addition
of the threshold of mobs you can tank effectively with it, it's effectively
become just pile of rep you have to mass in order to....tank rift bosses, to
get more toys for your entities. That's just a vicious cycle. I find it oddly
peculiar that I could spend months mindless dumping rep into an Earth entity,
only to find that I can't tank anything above a certain threshold. Why
shouldn't it, and why should I be able to tank anything it can naturally on
its own stand against? If the argument is because "You can't have a mage