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Thread: The Main Healer Chloromancer/Warlock/x

  1. #31
    Prophet of Telara
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    Wrong, Archon healing bonus is from Power in Numbers which with 26 points in Archon amounts to a 16% increase in damage AND healing, 18% haste, -16% mana cost reduction from power/speed/altruism. 32 points in archon = 20% damage/healing 10% haste -20% mana cost reduction and 10% team haste.
    That'll explain why I've always been confused about Archon's talking about great healing buffs.

    There's one thing though.... you say 20% more healing - but the tool-tip says 2% for each active aura. What are the 10 auras that Archon can run at the same time? I think the most confusing thing for me in understanding the Archon has been not really knowing which abilities are auras. I haven't had a chance to play with it really so far.

    X
    Last edited by XtremElement; 01-30-2011 at 03:31 AM.

  2. #32
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    Quote Originally Posted by XtremElement View Post
    ... I think the most confusing thing for me in understanding the Archon has been not really knowing which abilities are auras. ...
    That's a good question. I always assumed the archon auras were the skills that reduced mage stats and increased group stats. I could be wrong though - would be nice to have the tooltips embellished to know for sure.

  3. #33
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    Quote Originally Posted by Nicci View Post
    That's a good question. I always assumed the archon auras were the skills that reduced mage stats and increased group stats. I could be wrong though - would be nice to have the tooltips embellished to know for sure.
    Burning Purpose
    Tempered Armor
    Shared Vigor
    Vitality of Stone
    Arcane Aegis
    Flaring Power(51pt) is a temporary aura I believe

  4. #34
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    I get it then. As long as you can keep the 5 auras stacked up you get 20% healing benefit when it's trained.

    They take 15 seconds to cast and in the process reduce the mage's:
    Casting Speed by 10% - (balanced later by training speed in numbers)
    Resistances by 10%
    Abilities by 10% (Str/Dex/Int/Wis)
    Endurance by 10
    Armour by 158
    So overall, you get no change in Casting Speed. 20% Mana Cost Reduction and 20% damage + healing increase... but you lose 10% on all abilities, 10% of your resistances, 10 Endurance and 158 Armour.

    10% of your Intelligence and Wisdom is a big hit. Losing 158 Armour isn't nothing either and 10% resistances is a bit heavy... but if you don't cast them, then you end up with only 8% increase in damage and healing from the tree buffs.

    I can see how that top buff is great for Chloros - 20% damage increase and 20% healing increase on top. But it's not at no cost and those auras won't necessarily be active in groups/raids with the bard stuff overwriting you.

    I like the Archon builds... don't get me wrong. There's a lot in there which gives good damage mitigation on your healing targets and so increases the survivability you bring to the group/raid. But the buffs aren't the only side of it... there's also the debuffs on the Archon to consider.

    X
    Last edited by XtremElement; 01-30-2011 at 05:27 AM.

  5. #35
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    From my exp, Chlormancer healer is already extremely busy when main healing, I am sure I dont have time to recast Archon's Aura in fight because I am too busy refreshing Radiant spore and changing targets to Vile Spore/Ruin/withering vine+sac hp for mana ><

  6. #36
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    Quote Originally Posted by Java2 View Post
    From my exp, Chlormancer healer is already extremely busy when main healing, I am sure I dont have time to recast Archon's Aura in fight because I am too busy refreshing Radiant spore and changing targets to Vile Spore/Ruin/withering vine+sac hp for mana ><
    yea I don't see me wanting to keep up all those buffs either while I'm busy doing my heal rotation.

    And as far as changing targets did you know you can check the option "Cast on Target's Target" to be able to just target the tank and cast damage abilities on it's target. Makes it easy to bloom him when/if you need it as well.

  7. #37
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    I don't think that the Auras need to be cast in combat. They're just buffs that can be cast out of combat and last 5 minutes - as far as I can tell.

    I suppose in very long raids/boss fights, you might need to refresh them in combat... but you could stagger them to some extent. It's not going to happen very often that you need to refresh them in combat with durations of 5 minutes though. Casting all 5 does take 30% of your mana though I think... so you'd want some drink handy.

    X

  8. #38
    Rift Disciple Scintilla's Avatar
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    OP hit the nail on the head. That is what I have been preaching from the beginning: Concentrate on your job with one soul, take a second to support your job. And your job as Chloro is to heal through dealing damage, nothing else!.

    I had the same experience as OP. Vile spores and Nature's fury are the spells needed, although I use Ruin on CD with my G13 macro. All other combat spells so far are crap and a waste of a GCD, especlally that lol-dot. Bloom and all AOE heals .. well, never had to use them, but that may change beyond level 30.

    I am shocked when people argue: "but if you add necro or archon". No way, you just ruin your spec by dilluting your job. Let somebody else go full archon, your job is to heal!

    Again, I am glad that there is another person who has actually played Chloro in instances and grasps the concept. I say that this is the cookie cutter spec, change your third soul on the fly for either dom/free squirrel or necro/ele for a free pet since that doesn't hurt.

  9. #39
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    Quote Originally Posted by Scintilla View Post
    OP hit the nail on the head. That is what I have been preaching from the beginning: Concentrate on your job with one soul, take a second to support your job. And your job as Chloro is to heal through dealing damage, nothing else!.

    I had the same experience as OP. Vile spores and Nature's fury are the spells needed, although I use Ruin on CD with my G13 macro. All other combat spells so far are crap and a waste of a GCD, especlally that lol-dot. Bloom and all AOE heals .. well, never had to use them, but that may change beyond level 30.

    I am shocked when people argue: "but if you add necro or archon". No way, you just ruin your spec by dilluting your job. Let somebody else go full archon, your job is to heal!

    Again, I am glad that there is another person who has actually played Chloro in instances and grasps the concept. I say that this is the cookie cutter spec, change your third soul on the fly for either dom/free squirrel or necro/ele for a free pet since that doesn't hurt.
    Do you honestly think people who have a different opinion than you haven't played the class? That's not only a little, but very arrogant. You're might want to increase your tolerance stat.

    Who's to say your only job is to heal? A tank-healer who can't heal unless being able to do damage is going to have major shortcomings in several raiding-situations. Your VS+NF spam doesn't sound effective. It sounds lazy.

  10. #40
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    Vile spores and Nature's fury are the spells needed, although I use Ruin on CD with my G13 macro.
    Another Chloro that doesn't use Nature's Touch? And... just spamming VS and NF is a play-style that you find engaging and fun is it? There's something a little... well... sad about that, if that's the case.

    I dunno... I have points in my Chloro maxed out, with spare points going into Warlock. I suppose my equipment probably isn't the best you can get... but it doesn't suck either. That said... there's no way I could heal entirely with VS and NF through dungeon instances... unless I happen to have a super equipped and specced tank and good support from other group members.

    Concentrate on your job with one soul, take a second to support your job

    I'm a mage with 3 souls... not just a Chloro. Saying 'your job as a chloro' doesn't really mean anything.

    I think this one Role on my character, is about keeping the members of my team alive. If I do that through healing by myself doing damage, healing by them doing damage, direct healing, warding them so they don't take damage, buffing them so that they don't take so much damage in the first place... or debuffing the mob, so that they do less damage in the first place, or rezzing them to continue the fight... or any combination of those and other options - then I'm still doing my job, as long as they're staying alive and we get through the dungeon/raid/rift/invasion.

    It's an immensely flexible character building system that Trion have created. Why would you try to paint yourself into such an inflexible corner by restricting yourself almost entirely to focussing on one element of one soul? And just the more interesting play-style afforded by branching into more of the abilities in different souls would be reason enough to enjoy playing a more mixed role.

    It's a bit like saying that you shouldn't mix Stormcaller and Elementalist - because one has the job of doing damage (particularly AoE) while using speed control effects and stacking multiplier effects on mobs to improve his power - and the other is focussed on his pets and using elemental debuffs to improve both his and his pets' performance.

    Going by your logic, this combo should not come together... You should focus either on AoE/Control or on Pet/Debuff/Nuke... but not try to do both... and yet it's probably one of the best DPS combos at higher levels.

    *shrug* If you want to limit yourself so restrictively, I've nothing against that... but there's absolutely no reason why other people shouldn't take full advantage of the flexibility and fun you can get out of playing mixes.

    X
    Last edited by XtremElement; 01-30-2011 at 11:00 AM.

  11. #41
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    Quote Originally Posted by Diggles View Post
    I guess you havent actually TRIED doing that, besides knowing thats horrible MMO play to begin.

    Opening up with a huge heal at the start of the fight is a great way to get yourself instantly aggroed by the entire pull and killed immediately

    Managing your aggro you'd know you have to do small heals and bide time while the tank gets aggro, then start playing catch up, this is where instants like ruin & blossom come into play.
    I don't hit the tank with a massive heal from the start, all that would do is waste a good CD and give me aggro. I feel you're just flaming me for no reason. I'm asking legitimate questions and you haven't really answered why Nature's Touch isn't worth using.

    The heal is a great mana effective way of healing, the damage also heals the group so in group situations you aren't always reliant on Flourish.

  12. #42
    Rift Disciple Scintilla's Avatar
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    "Another Chloro that doesn't use Nature's Touch? And... just spamming VS and NF is a play-style that you find engaging and fun is it? There's something a little... well... sad about that, if that's the case."

    I find it to be a lot of fun and very engaging and above all effective!


    "I'm a mage with 3 souls... not just a Chloro. Saying 'your job as a chloro' doesn't really mean anything."

    No, when you enter a dungeon as a chloro you do that to heal. Nobody cares about if you have 3 or 500 roles. Maybe you confused the word "job" with "role"?


    Of course you can mix your souls and use ineffective spells, but at the end of a day a chloro that focusses on the only 2 usefull spells will be so much more efficient than you. Not our fault that out of 20 seplls only 2 of them are really worth their GCD. Min/maxers like me (I call it serious gamers) will ho for the best build, raid succcess >>> your personal gaming experience!

  13. #43
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    i did heal all the instance content on the defiant side as a chloro this beta and i didn't use natures touch, it didn't seem like it would have a massive effect on my rotation but if it does indeed heal for 800 that is a truely excellent spell, i'll be sure to give it a try in the next beta.

    i did keep my tanks up with vs/ruin and stream and i'm also running 30 chloro 10 lock, the insta cast on opportunity does sometime throw me when i have to wait for a gcd for vs to come back up. the 25% charge ability is excellent for veil, i probably had 75% up time on veil since i cast the group heal now and again just for charge gen. with sac life mana i could cast a vs then sac life before the spell landed and get healed instantly, never dropped below 80% hp or 70% mana with the spec unless i was slacking on lifetapping myself.

    i think in the end i might go for a 34/32 chloro/lock spec so i can get both the 3 min cooldown buffs from lock for reduced damage and increased hp, 80% less damage for 7 seconds is a good oh **** button for boss agro and the hp buffer gives your tank a bit of room to work with if the initial pull goes badly.

  14. #44
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    Quote Originally Posted by Floorboard View Post
    I don't hit the tank with a massive heal from the start, all that would do is waste a good CD and give me aggro. I feel you're just flaming me for no reason. I'm asking legitimate questions and you haven't really answered why Nature's Touch isn't worth using.

    The heal is a great mana effective way of healing, the damage also heals the group so in group situations you aren't always reliant on Flourish.
    a 6 second cooldown? really? And news flash tanks have insta threat in this game you won't pull aggro.

    Too many Chloromancers were able to heal their group with whatever suboptimal rotation and now they believe that to be best without taking time to consider any other possibilities.

  15. #45
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    Quote Originally Posted by Scintilla View Post
    OP hit the nail on the head. That is what I have been preaching from the beginning: Concentrate on your job with one soul, take a second to support your job. And your job as Chloro is to heal through dealing damage, nothing else!.

    ...

    Again, I am glad that there is another person who has actually played Chloro in instances and grasps the concept. I say that this is the cookie cutter spec, change your third soul on the fly for either dom/free squirrel or necro/ele for a free pet since that doesn't hurt.
    Does "from the beginning" mean 5 days ago?

    http://forums.riftgame.com/showthrea...778#post586778

    Good thing Arieste is here so he can help you understand the class you have mastered.

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