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  1. #1
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    Chloromancer's Dream - Healing as Mage General Discussion

    Use this thread to discuss all things related to healing as a mage. Also use this thread to request builds if you do not know where to find the best one.

  2. #2
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    Currently my thoughts were doing this build here Chloro/Warlock/Archon
    but that would be for pure PVE and not having to be a CCer of any type. My only concern with this build is I do lack a steady solid heal spell that requires me to target the tank directly incase I am out of range or just cannot hit a target for whatever reason. Also Waiting for spells to hit a target can be the difference between tank living and dying. I felt I needed a castable direct heal spell.

    I was considering trying this....Chloro/Necro/Archon
    This way I had a HoT affect alongside a castable Heal. I tried this out shortly before beta ended, and because of the large HP pool chloro has, the necro heal "Life Shift" heals for a considerable amount + 10% of your max health at 42 when I tried it out.

    Let me know what your thoughts are!
    Last edited by Spahm; 02-23-2011 at 12:42 PM.
    Spahm -- Guardian -- Mage -- 42 Chloromancer
    Pocketmusician -- Guardian -- Rogue --18 Bard
    Skellius -- Guardian -- Warrior -- 19 Riftblade
    No Squirrel is to great to be Firestormed!

  3. #3
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    I don't understand the value of archons in your spec; if you're just going to have a third spec to have it why not Archmage for the Break Free talent or Dom for the sheep?

    I do like the lock sub but I'm looking at a chloro/dominator/lock build right now for pve grouping. Like 6 Lock /45 chloro /10 dom with 5 points left over for funsies. Sacrifice Life: Mana, 25% bonus charge, neddra's torture, transmogrify, mana wrench, and disease/magic/poison cleanse all look tasty to me. If mana becomes less of an issue with gear then dropping lock and going 0 archmage/51 chloro/15 dom looks great too... you still get mana regen from mana wrench. I have a feeling chloro healers in big groups are going to be threat machines so memory wipe also looks to be a biggie.
    Last edited by Herrenos; 02-22-2011 at 06:53 PM.

  4. #4
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    The Archon sub allows access to 2 stackable stat buffs, 1 for endurance and 1 for the rest of your stats. I also state not to have need to CC, because if you are trying to CC you are wasting time that could be spent healing. There is another 4-19 people to do that. thanks for posting input!

    I tried out warlock sub originally, and although the lifetap and bonus charge is nice, the only true benefit is the insta cast. There are 3 methods to restore mana through chloro/necro. Bonus charge doesn't really help when chloromancers get charge insanely fast due to all their instant casts already giving 9-13 charge. chloro has a cleanse already. I do like mana wrench but don't find it very useful in pve because it neither heals for much(through veil) or does decent damage. It does restore mana very nicely though. If you do try it out, let me know!

    Haven't really needed a breakout ability with the massive heals chloro is capable of.
    Spahm -- Guardian -- Mage -- 42 Chloromancer
    Pocketmusician -- Guardian -- Rogue --18 Bard
    Skellius -- Guardian -- Warrior -- 19 Riftblade
    No Squirrel is to great to be Firestormed!

  5. #5
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    Quote Originally Posted by Herrenos View Post
    why not Archmage for the Break Free talent or Dom for the sheep?
    Please people show some respect! They're squirrels :P

    OT: I sincerely believe the chloro/lock/dom spec to be the best for healing both pve and pvp. Albeit in PvE you prolly want to go real heavy chloro to get the 44 point skill. Lock is for extra charge and instant cast. Dom is for SQUIRREL!

    EDIT: your links don't seem to be working, but here's my pve build with 2 optional points http://rift.zam.com/en/stc.html?t=0z...EdIuqVcoRR.McV
    Last edited by Bikini; 02-23-2011 at 09:24 PM.

  6. #6
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    I personally think that Archon is going to be better for PVE than Dom. While Squirrel is nice, I have yet to use it in an instance. With 0pt Archon, you can put up pillaging stone for a decent party buff at higher levels. I switched to doing this most of the beta and it was a nice increase overall.

    Spec something like this:
    http://rift.zam.com/en/stc.html?t=0z...0VM.EdIuqVckkR

    Also, I pick up living shell over the 2nd point in Destructive Growth. I typically would rather not get those close to mobs most of the time, and charge is likely going to get used for Entropic Veil or Natural Splendor.

  7. #7
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    Well if you spec for PvE you should spec something like this:
    http://rift.zam.com/en/stc.html?t=1z...VVx.EdIuoAc00o

    You guys might be surprised by only 36 points spent into Chloro but let me explain why.
    Let's take a look at the chloromancer and how he functions. His LGV and Synth enable him to heal a single target solely through Chloronukes and that should be his main goal. While he puts out minor heals to the rest of the group he should be able to heal the tank very well with the above mentioned Synth and LGV. His actual heals Bloom and Floruish are the last resort of the Chloro. Both heal less than LGV + Nuke but have no casttime opposed to the nukes of the Chloro.

    With that said let's take a look at my Chlorotree now.

    Tier 1:
    Both skills are great and increase the damage of the Chloro. With Natural Awareness your goal should be to stack intel

    Tier 2:
    Again every single point spent in the Tier 2 part of the Chloro is a well spent point, so this is pretty straight forward.

    Tier 3:
    Why did I not skill Circle of Life? As a healer I don't want to rely on chance to be able to heal my mates enough, because then every single encounter is a fight based on luck. Also as I already mentioned, a chloro does not heal with his direct heals.

    Tier 4:
    Again all Points make sense in this Tier

    Tier 5:
    Living Shell:
    Used as a shield and for mana reg. Both are not needed. At lvl 20 you have 6 additional points which should be spent in the Warlock tree, at that point you can pick up Sacrifice Life: Mana and spam it as often as you want since you automatically heal yourself.
    Unleashed Abandon:
    8 seconds of snare immunity seem to be plenty enough
    Natural Fusion:
    Everything that increases your Synth is great

    Tier 6:
    Enduring Tether:
    If your tank dies every 5 Minutes you are doing something wrong anyway
    Wild Growth:
    You already have an AoE heal and snaring is not your job. The charges taken from you are much better used on EV increasing your damage by 19%
    Empathic Bond:
    As already said: Your mana has been taken care of.

    Tier 7:
    Essence Surge:
    No comment on that. If you don't get this you are doing something wrong.

    Now why did I pick Warlock soul as my sub?
    Every single point but 2 in the Locktree somehow increase my damage output and therefore my healing.

    Tier 1:
    Gaining more charges means that EV can be activated more frequently.

    Tier 2:

    Opportunity gives you a chance to get your both main nukes VS and NT a 100% reduction of cast time

    Tier 3:
    Withering Vines are rarely being cast so what is the Dot damage increase for? It's for your Ruin and VS Increasing their overall damage by 15%. The rest of the points were filler points so it doesnt really matter where those are put

    Tier 4:

    A 5% crit chance for your spells sounds cool to me

    Tier 5:
    10% Damage increase means 30% Heal increase on your Tank when casting NT

    Tier 6:
    Same as Tier 5

    I hope I could help somehow and if someone want to criticise me or ask question or something please do so
    Last edited by Soulutions; 02-24-2011 at 08:08 AM.

  8. #8
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    Personally I tend to agree with you Soulutions in all of your comments on the talents in the Chrolo tree. I personally want to test the 44 point talent to see how good it is before I write it off. To get it, you have to take some bleh talents, but curious to see if it is worth the extra 8 point investment.

    The Lock tree does add a lot of top end dmg and probably outweighs the 44 point talent, but I am still curious.

    I might would argue with the statement:
    Essence Surge:
    No comment on that. If you don't get this you are doing something wrong.
    It seems like a nice "oh sh!t" button, but I think it could really hurt in the long run. My Natures Touch hits were so strong on the tank, that I don't think the penalty that comes with essence surge is worth the value it provides. In all the instances that I ran in Beta (including a lot of Lantern Hook and Runic Descent) I never cast it once.

  9. #9
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    Quote Originally Posted by Paxon View Post
    It seems like a nice "oh sh!t" button, but I think it could really hurt in the long run. My Natures Touch hits were so strong on the tank, that I don't think the penalty that comes with essence surge is worth the value it provides. In all the instances that I ran in Beta (including a lot of Lantern Hook and Runic Descent) I never cast it once.
    It's not only an "oh sh1t" button but it's the best "oh sh1t" button out there. While I agree that NT is often enough to heal through the damage you might still get a lot of problems in later encounters. For one what happens if there is a sudden burst? You won't be able to heal through it with Bloom and Flourish and the casttime of NT is just way too long to heal the tank in time. the second thing that might happen is resistance. Chloro is different from other healers not only in the sense that he DPSs to heal but the thing is that encounters later on might resist his spells. Essence Surge seems to be a good button for things where the boss resists your NT and starts to burst or something.

    Still I agree that it's not needed early on and can be neglected till the very endgame. The fact that it reduces your damage for 12 seconds indicates that it's not meant to be spammed whenever it's up. I personally think that it's just a great skill to compensate for some of the weaknesses for the Chloromancer

    Also about Natural Splendor. It really depends on how useful it is and if one is able to heal more with a simple NT VS VS NT rotation. Of course nobody can actually tell if it's going to be useful but I think that rotating through the encounter together with the points spent in Lock are a better longtime solution than rotating through without the Locktree and throwing in NS once in a while
    Last edited by Soulutions; 02-24-2011 at 12:56 PM.

  10. #10
    Rifter
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    I find the Chloro/Lock trees to go very well together, and I'm working towards something along these lines:

    http://rift.zam.com/en/stc.html?t=0z...Ac00o.xx0G0VVx

    Which I think it almost identical to the build you have soulutions.

  11. #11
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    It will be heavily dependent on level. At 27 I bought a new sole and started raking in favor via Chloro/Ele/Dom 6 points in Ele puts revitalize and another damage absorb shield I put 5 points in spell crit. I max out points in chloro and avoid the single target healing assist buff junk. It would certainly be nice in PvE but in PvP there is no "tank". My spores spread to 10 targets and give a 30% chance to my team to heal themselves for 100% of the damage they do. That alone is disgusting healing with lifegiving veil it gets downright stupid how much healing a mage puts out. I spam damaging life spells on any target, pets included.

    *A note about this sometimes it is better to spam nuke a pet and go unnoticed while your massively healing group.*

    I chose Dom as my last soul because the squirrel spam is very helpful in PvP. This alone will quickly disable an enemy healer and turn tides rapidly. It is not nearly as useful in PvE but I found that in practice it was very helpful.

    Play around with this combo it is tons of fun and will rack in the favor.

  12. #12
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    Can a Chloromancer heal 5 mans effectively?

    Let me start by saying I love Chloromancer. It reminds me of FFXI when you could run around as a BLM/WHM.

    I ran my first ROF earlier this week as Pyro for fear that I wouldn't be able to heal effectively since Chloromancer seems to be meant more for support heals for raiding situations (speculating, only lvl 20 lol). My question, as stated in the title is can we heal five mans? I'm sure we wouldn't be as effective or efficient as a Cleric but I'd like to if possible.

  13. #13
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    Absolutely. A chloromancer, when speced and played properly, is not a "support healer" - it is a healer every bit as capable as any other. I've solo healed all of the dungeons through Foul Cascade on both my chloromancer and my cleric - and I greatly prefer my chloromancer. The only real caveat to chloromancer healing is that, because you are required to damage mobs to generate healing, you will likely struggle if you are under level for an instance more than a same level cleric due to resists.

  14. #14
    Rifter Zaymune's Avatar
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    Chloromancers are definitely good healers. I run with one all the time. Its great for entering dungeons at the lowerest possible level to farm them for gear and exp.

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    Quote Originally Posted by Zaymune View Post
    Chloromancers are definitely good healers. I run with one all the time. Its great for entering dungeons at the lowerest possible level to farm them for gear and exp.
    Interesting, I thought that running dungeons at a low level might be very difficult for chloros because of the mobs resisting it's spells

  16. #16
    Rifter Zaymune's Avatar
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    Chloro is not the main healer, I am as cleric. The chloro is there to add a buffer. Even with resisted spells, the amount of healing that is given is enough to make it easier on me.

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  17. #17
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    Quote Originally Posted by Masisi View Post
    Absolutely. A chloromancer, when speced and played properly, is not a "support healer" - it is a healer every bit as capable as any other. I've solo healed all of the dungeons through Foul Cascade on both my chloromancer and my cleric - and I greatly prefer my chloromancer. The only real caveat to chloromancer healing is that, because you are required to damage mobs to generate healing, you will likely struggle if you are under level for an instance more than a same level cleric due to resists.
    That's cool, I usually prefer dps but it's nice to be able to switch up

  18. #18
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    I heal instances fine as a chloro at level 36. Even when we ran with a cleric main healer I had time, when he died, to switch from dps spec into chloro, buff up, and finish the boss.
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  19. #19
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    Quote Originally Posted by Fiera View Post
    I heal instances fine as a chloro at level 36. Even when we ran with a cleric main healer I had time, when he died, to switch from dps spec into chloro, buff up, and finish the boss.
    I thought you could only change specs out of combat?

  20. #20
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    Merging some threads. Please make sure you aren't starting random threads that clog up this forum. Use the appropriate threads.

    Thank you.

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