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Thread: Off-healing mage build?

  1. #1
    Soulwalker
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    Default Off-healing mage build?

    Some background in where my thoughts are coming from and what I'm attempting to achieve. Way back in the day when I was playing my warlock on WoW when we were learning MC, I would be one of the few dps alive towards the end of the fights, up there on dps, but not super stellar, but healers wouldn't have to heal me, mainly because of life tap and drain life, I'd have an infinite (nearly) supply of mana. At that time, especially with healers running OOM in fights that were long because of lower gear, people standing in things they shouldn't, etc, I would always think "man, if I could just give some of my excess health to others to alleviate some healer troubles, this would be an even more fun class..."

    What I want to try and do with Rift, and which looks quite possible, is to find a combination of classes that would give me that feel. I was looking at the Warlock and necromancer trees and thinking that they would make a great combination to attempt to do this. Granted, my play experience only included the Beta 4 event, which influenced me to go ahead and pre-order since my experience was so positive, and so I do not have a lot of experience with the mechanics of this game yet.

    To meet this goal, I used the following spec:

    http://rift-planner.com/#?archetype=...18,5_&lang=eng

    I chose to run with Stormcaller as my third soul, mainly because my other option as I could see it, was Chloromancer, and while that probably would work, I was only really interested in it for the chance to heal when damaging the opponent, and entropic veil, and while entropic veil would be somewhat interesting for increasing my dps output, I think the not gaining charge would actually hurt me more in the long run, since things like Morality, Reconstruct, etc, require me to use charge. With stormcaller, I will be able to increase the mana/energy of party members around me which might prove more useful in environments where main healers and dps are running out of mana and energy, as well as having a knockback effect for soloing, etc.

    Another option I could see myself going with would be Dominator as the third soul, and spending 8 points there to grab mana wrench, and reflective command, possibly help with tank taking spell damage, unless they're a void knight, this would also give me another CC besides Fear, and since I haven't seen it in game yet, possibly more reliable/less dangerous than fear.

    Any thoughts, opinions, or suggestions, if constructive, will be greatly appreciated. Posts like "ur build sux" aren't constructive unless they include a reason why. Thank you for your time.

  2. #2
    Shadowlander
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    Default Re:Off-healing mage build?

    I'm confused. Are you saying that you want to use life shift and blood bind to be an off-healer? In lieu of the chloro tree?

  3. #3
    Soulwalker
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    Quote Originally Posted by DarkJack View Post
    I'm confused. Are you saying that you want to use life shift and blood bind to be an off-healer? In lieu of the chloro tree?
    Yes. That is essentially my goal. The chloro tree seemed far too heal oriented for my intentions. I would use spells like Life Leech, Morality, Draining Bolt, and Reconstruct to supplement my health loss, the various DoTs and DD spells from the necro and warock souls to supplement charge usage, and Life Shift/Blood Binding to heal occasionally, but my main focus, especially if heals weren't an issue, would be dealing damage, continuing with the drain spells to use things like Sacrifice Life: Damage and Mana to increase my damage output.

    From your reaction to my post, I'm starting to wonder if this would be at all a viable idea, I'm hoping that it is viable however, and more importantly, as fun as I envision it in my head.

  4. #4
    Shield of Telara Arieste's Avatar
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    Warlock and Necro are a good combo for DPS, both group and solo.

    Chloro heals based on life damage so would require you to cast lower DPS spells a lot in order to provide the group with any decent healing. I think if the group is in desperate need of heals for a fight and you want to help, it'll be a matter of switching to an 18pt (min) chloro role and helping heal as opposed to "helping out" with a 6pt chloro which is nearly useless.

    Start with Warlock and Necro. Play with those, experiment with minimal points in a 3rd soul and see what works best for you. Don't try to do everything with a single role, the whole point of rift is that you don't need to be a hybrid, you can be dps for one fight and healer for next. No need to dilute either or suck at both.
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  5. #5
    Rift Disciple Gregos's Avatar
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    I plan to have a chloro/archon/(something else not sure) role to help with off healing, and possibly main healing if feasible. I hear chloromancers have the ability to main heal groups, but to what extent, I'm really not sure. Still undecided about the 3rd soul. Was thinking dominator to help with CC, but I have a feeling aggro could be a pretty big issue. Possibly warlock, for the Sacrifice Life: Mana ability.

  6. #6
    Shield of Telara Arieste's Avatar
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    Quote Originally Posted by Gregos View Post
    I hear chloromancers have the ability to main heal groups, but to what extent, I'm really not sure.
    Chloromancers are as much healers as any soul in Rift. They can main heal groups, solo heal instances, etc.

    Just like any other soul though, if you don't spec fully in heals, you're a less effective healer.
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  7. #7
    Prophet of Telara Mantiss's Avatar
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    Quote Originally Posted by jared0169 View Post
    Yes. That is essentially my goal. The chloro tree seemed far too heal oriented for my intentions. I would use spells like Life Leech, Morality, Draining Bolt, and Reconstruct to supplement my health loss, the various DoTs and DD spells from the necro and warock souls to supplement charge usage, and Life Shift/Blood Binding to heal occasionally, but my main focus, especially if heals weren't an issue, would be dealing damage, continuing with the drain spells to use things like Sacrifice Life: Damage and Mana to increase my damage output.

    From your reaction to my post, I'm starting to wonder if this would be at all a viable idea, I'm hoping that it is viable however, and more importantly, as fun as I envision it in my head.
    It is beyond viable and insanely useful and sought after for groups. I played a Necromancer/Warlock in beta 3 and 4 and completed all of the dungeons multiple times with a huge variety of souls. There are numerous fights where I was the only healer going for a multitude of reasons, think cacoon, making some encouters much easier.

    Now mind you that spam healing will quickly strip you of health, regardless of the pet, DoTs etc. So you can spot heal all the time or single heal for bursts, but cannot do it all. What you do is pump out solid dps, awesome debuffs and heal all over as required. This allows the primary healer to focus on the tank or other spike damage situations and the entire run goes smoother.
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  8. #8
    Prophet of Telara
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    Chloros are excellent healers when specced well and deep. You certainly shouldn't go in with the idea that they're a mage healer and so should be seen as second-rate. As Arieste points out... one of the great benefits of being able to have up to 4 complete builds on each character, is that you don't need to make so many compromises.... so to a great extent, you're able to have your cake and eat it.

    If you want to build a full-fledged Raid Healer with lots of great Raid support, then you can certainly do that with a Chloro/Arcon/XXX Role (for example) as one of the 4 roles on your character. You can then also have another role that is group DPS focussed. When you go to a raid, you choose your big raid healer. When you group in an instance, you choose your group DPS build. They're that easy to change on the fly (including saving all the shortcut bars you've set-up etc).

    That said, I don't think that this means that jack-of-all-trade builds are obsolete. I personally enjoy playing characters that have a variety of tools. I think it makes for game-play that's a little more complex and engaging in some ways. I may debuff on the one hand, DPS on the other, heal on the other, buff and enhance my companions on the other, off-tank with a micro-managed pet or whatever... and depending upon the situation, which may change within a single battle or encounter with a group of mobs, I may focus more on one element than on another.

    If it's your goal to have a flexible play-style because that's the sort of thing that you enjoy - then you should go for that. If what you really want is to mix DPS with secondary healing, because you'll really enjoy doing that, then have at it!

    But if you're saying you want to build a 'secondary' healer because going for full raid healing probably wouldn't be possible and still have the DPS to be able to level well... then you're going at this all wrong. You can have both a great raid healer and a great DPSing leveller... in the same character.

    Or if what you'd really like to do is go all out DPS... but you're worried about his survivability when soloing quests...then you've not really got your head round the advantages of the Rift system. Go build an all-out DPS role for grouping - and a separate more balanced role for solo questing... Problem solved!

    It takes a while to really appreciate the benefits of the Rift character building paradigm. For my part, I thought I'd got it sorted and understood it... right up until I made a second role and switched from solo specialist to raid healer in the space of a few seconds... and it finally really dawned on me just how much this would change all the choices I'd make about character building in this game.

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    Last edited by XtremElement; 01-18-2011 at 01:27 PM.

  9. #9
    Soulwalker
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    Quote Originally Posted by Mantiss View Post
    It is beyond viable and insanely useful and sought after for groups. I played a Necromancer/Warlock in beta 3 and 4 and completed all of the dungeons multiple times with a huge variety of souls. There are numerous fights where I was the only healer going for a multitude of reasons, think cacoon, making some encouters much easier.

    Now mind you that spam healing will quickly strip you of health, regardless of the pet, DoTs etc. So you can spot heal all the time or single heal for bursts, but cannot do it all. What you do is pump out solid dps, awesome debuffs and heal all over as required. This allows the primary healer to focus on the tank or other spike damage situations and the entire run goes smoother.
    Thank you for the information, and to everyone else as well. This was what I was wanting to know. This is the general idea behind what I wanted to do with my character, and now that I know that the idea is solid, I can fiddle around with the talent points and such at a later time.

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