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Thread: Basic Easy Chloro Healing Guide v. 2.0

  1. #1
    Prophet of Telara
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    Default Basic Easy Chloro Healing Guide v. 2.0

    Thanks to the 1 minute editing rule (bleh) here's a new version with a couple of adjustments to focus on easier game-play and add a few other basic tips.

    Basic Tips on Easy Chloro

    Soul Choices
    I reckon that for a beginner or somebody uncertain about the ins and outs of the Chloro, the Warlock is the best secondary soul. Most of the benefits are passive or long term buffs... so you are getting used to focussing on the Chloro tool-set and the Chloro strengths and weaknesses. Archon and Necro are the other most common secondary souls, but both have more active tool-sets for contributing to the Chloro and so require more choices to be made and perhaps a more in-depth knowledge, so that you can be making the right choices of the right times to use which abilities.

    For beginners, by using Warlock, you're able to focus on the Chloro abilities. So you just have to deal with less and are less likely to get into trouble.

    Note: Chloro healing at levels below level 15 is very different to what's described in this guide. Personally, I would only start using Chloro as your Main soul from level 15 onwards. You only need to really need to main heal from level 16 in the first instances. You can go for more at lower levels and there's some nice builds for that... but there's really little need at lower levels and there are more efficient builds.

    Warlock Point Investment
    Once you have Chloro/Lock as your main souls, then the Warlock tree for Chloro support is pretty straight-forward. As of Beta 6 you're aiming for it to look like this. I've included Neddra's Influence - which is a DoT enhancement. It is believed that this affects Stream of Reclamation (SoR) damage and Withering Vines (WV) damage (but not the heal element of Withering Vines and not the DoTs from Nature's Corrosion).

    There are other options and things you could extend this with... but for the basic tree, that's basically what it will look like.

    Apart from the first 6 points in the Warlock tree for the mana regain tool, you'll be pouring all your available points into the Chloro tree. By the time you reached a level with your Chloromancer, that you were able to get as high in the Warlock tree as linked above, you'll be making all your own decisions about what things to take and where, primarily based on your own experiences.

    It's important to let your own experiences guide you most strongly. Test what other people say in your own play and decide for yourself what is better.

    Chloro Point Investment
    As of Beta 7, Call of Spring isn't working on the core heals of the Chloro: Radiant Spores (RS) and Lifegiving Veil (LV) heals. Since these represent 90% of the healing that you'll do as a Chloro, that makes it a lot weaker. The Chloro Shield ability, also got a big rebuild in Beta 6 and is much stronger now, with the mana regain built in. Also, the present state of the Nature's Corrosion improvement, is that it will enable your Ruin and Vile Spores to do ~30%+ more healing (based on logs). That may be bugged like Call of Spring - and both may be fixed - but as things stand, Nature's Corrosion is a strong contender for points and Call of Spring a weak one.

    As a result, most Chloro/Locks will probably aim toward a build that looks something like this, which leaves 4 points over... about which endless discussions could be had... but none of them will affect you much right now, since you'd need to be level 47 to get to those decisions pretty much.

    It's important to let your own experiences guide you most strongly. Test what other people say in your own play and decide for yourself what is better.

    Important Equipment
    If at all possible, you should get a sigil that will take a Greater Essence and put into that slot one of the Essences that gives you a chance of proccing extra healing whenever you cast a healing spell. Lifegiving Veil heals will proc these Essences. This can add a huge amount of healing to your Chloro, as it can proc separately on every single target that your Lifegiving Veil heals hit.

    Your basic priorities in casting should 90% of the time be:
    1) Radiant Spores must be kept up.
    Explain to your group, that if they're taking damage, more dps = more healing from Radiant Spores. Faster consistent hits are probably better than slow big ones in that situation (because you may or may not get that 30% roll on a slow big hit... but if you do 5 other hits in the same time, you'll probably get healed by a couple of them).

    2) Nature's Touch is your first active healing priority.
    If there's ever a choice of which active heal to cast, Nature's Touch should be your first choice. It's the best nuke for both tank and group heal.

    3) Ruin is your second active healing priority.


    4) Vile Spores when there's nothing else you need to be doing


    Keep Entropic Veil up when you can. I personally tend to hit it when charge is up to ~50%.


    Your Nukes are your Heals
    When everyone/several people in the group/raid takes damage at the same time, trust in Lifegiving Veil and Radiant Spores to bring everybody back to full health. Your nukes and Radiant spores will usually do the job just fine. Most situations like this don't need a direct heal.

    Direct Heals are for Emergencies
    Direct Heals (Bloom/Flourish/Wild Growth) should be used when the above is all failing. They are to be viewed as your emergency heals.

    Your first instinct when people in your group start taking damage, should be to hit another nuke not a direct heal. Direct heals are for when you're sure that nuking and radiant spores isn't going to work any more.

    Rotations
    There is no real 'rotation' for Chloros, because to a certain extent you're reacting to a situation. But the basic healing rotation should probably be something like:
    Ruin, RS, NT, VS, VS, NT, VS, VS, Ruin, RS....
    I put Ruin in before Radiant Spores because when Ruin recycles, I use it and know that I have to use Radiant Spores straight after it to keep RS maintained (Ruin cooldown = Radiant Spores duration - 1s). You'll have slightly different ways to lead into this rotation at the beginning and will always be making adjustments because of using your mana regen tools, Bloom/Flourish/Wild Growth etc... as well as other bits and bobs in the Chloro tool-set. But at heart, the above is the basic Chloro rotation.


    Entropic Veil is a decision thing. Some Chloros prefer to save it for when they need a bit of a burst of healing. My approach is to maintain a consistently high level of healing, so that you're less likely to get into a situation when you need that burst in the first place. Also, with Warlock you get such good charge regeneration, that you will find that you swiftly get 50% charge back again - so if you do need a burst at some point, you're likely to have enough charge to give you that.


    Your Chloro mantra is:
    "My nukes are my heals... My nukes are my heals.... My nukes are my heals...."
    Repeat it and repeat it and repeat it until you can think nothing else, young grasshopper - and you shall truly be a masterful Chloro.

    Withering Vines
    Withering Vines creates an AoE heal for more than Vile Spores - but only heals targets within 7 metres of the mob you cast it on. You get the Withering Vines HoT and also a Lifegiving Veil heal from the first tick of the DoT.

    Vile Spores creates a much wider radius AoE heal, for less than Withering Vines... and also heals the Synthesised Tank for far more than Withering Vines.

    All in all...
    * If you need to maintain high level of healing on the synthesised tank, then you should always use Vile Spores in preference to Withering Vines.

    * If you need to AoE heal group/raid members further away from the mob, then you should always use Vile Spores in preference to Withering Vines.

    * If there are several melee group/raid members taking damage from a mob - and you don't need to worry about the synthesised tank. Then Withering Vines will be a better heal.
    Balancing toward DPS for Group Contribution

    If you are healing extremely comfortably, you may want to improve your contribution to the group, by increasing your DPS. You can do this by choosing to use Stream of Reclamation more. Stream of Reclamation is a channeled spell but doesn't use up charge. It delivers a great deal of damage and the first tick will give a 90% Lifegiving Veil heal. At the same time, each tick increases the proc chance of Radiant Spores on that target. Nevertheless, you could cast 3 other healing spells in the time it takes to channel Stream of Reclamation... so you will lose some healing overall when using it.

    So you gain a lot of extra damage but lose some of your healing. Use Stream of Reclamation only when you're healing the group very easily and can be confident that the healing you lose by using it, won't cause problems for keeping the team alive.

    Also, if you're healing very comfortably, then you may want to stagger your usage of Nature's Corrosion enhanced Vile Spores a little more. Nature's Corrosion adds a 6 second DoT to the end of Vile Spores (and Ruin) which does 100% of the damage done by the nuke. The Vile Spores DoT will be over-written if you cast Vile Spores again. You'll always get the extra heal from the first tick... but you may not get the 2nd and 3rd ticks of the DoT. So some people like to try to leave the next Vile Spores as long as possible, so that you get more ticks of the Vile Spores DoT. This is quite advanced though... and you should make sure that you don't let your healing drop too much, just because you're waiting for a bit of DPS. Your prime goal is to heal - not to DPS.
    X

  2. #2
    Rift Disciple
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    Nice guide. I'm just starting to play a chloromancer, but I'm angling towards being the extra half a healer most groups are wanting. Can you suggest a play style and spell choice for a more dps centric Chloro? I would assume to build on the last few paragraphs you wrote, but I wonder about mixing in a few warlock (or other soul) spells while the life dots roll.

  3. #3
    Shadowlander
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    Default Nice!

    Hey, can you make a guide for Archon please? Thanks!

  4. #4
    Rift Disciple Nooodle's Avatar
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    Good guide, there is something I would like to add to it though. Entropic Veil causes you to do 19% more damage, so it's good to have it up as often as you can; however, Natures Touch only gives 2 charge, and is a 2.5 sec cast. What this means is if you are casting it every single time the CD is up, you are getting a LOT less charge than you can be.

    Now don't get me wrong, Nature's Touch is ridiculously good, and if there is a lot of group damage going on, it should be used as often as possible. However, during periods of more relaxed healing, I believe that you should be focusing on using spells that give you more charge (basically, everything that isn't nature's touch). Nature's Touch would just be overhealing in this situation, and with the faster building on charge, you have more potential output when you need it via EV. Since you can't build charge while EV is running, you are able to spam Nature's Touch to your heart's content at that time. I find that I have a ridiculously high uptime on EV with this method, without any real hit to healing.

    just my 2 cents
    Last edited by Nooodle; 03-01-2011 at 06:26 PM.

  5. #5
    Rift Disciple Nooodle's Avatar
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    It's not letting me edit my post, for some reason. Anyway, disregard the post above, the 2 charge thing was apparently a bug. It's up to 22 charge now. Feel free to tenderly love whatever key NT is bound to.

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    Rift Disciple Necromas's Avatar
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    Great info.

    I'm not planning to main heal anytime soon but I'm keeping a chloro spec just so I can res people and I might as well know how to use it for real in case I have to.

  7. #7
    Rift Disciple Scintilla's Avatar
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    I would suggest putting the points from Neddra's grasp into Neddra's torture (+3% magic damage) and in Vitality.

  8. #8
    Prophet of Telara
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    Lots of good points above... but remember it's a very basic guide to get people on the right track, with the simplest possible advice. There's lots of more subtle stuff I could put in, but I'd rather keep it simple for now. Since I can't edit posts on the forums any more... I may consider writing up a guide on a web-site, so that I can modify it as necessary.

    On the question of a more support oriented healer that's focussed toward DPS. You can go for Chloro as a minimal secondary soul in several ways - all of these are predicated on you having a DPS main soul from which most of your casting will come. These mix in Chloro casting to varying degrees, based on how much healing you want and the type of healing you'd want.
    1) The Basic Secondary Healer. This is for Radiant Spores on the group's focus target, enhanced by using Stream of Reclamation. Use Withering Vines as a DoT with a bit of extra healing. You don't cast Vile Spores.

    This will be enough Life casting to keep up the intelligence buff. You also get Entropic Veil which is a very early damage increaser which can be useful with some souls that don't get one or only get it later. Obviously, you also get the instacast bloom as a spot heal.

    2) The Basic Lifegiving Veil Healer. Extends the Basic Secondary Healer to include more Lifegiving Veil healing. You have the same basic approach to rotations and get a little extra healing from your WV and SoR from the first tick healing through Lifegiving Veil... but have the option of mixing in more Vile Spores primarily for tank healing through Synthesis.

    You're basically still just doing the passive more DPS focussed stuff - but when the tank takes spikes or the group gets hits with an AoE, you mix in some Vile Spores to provide some back up 'spot healing' to help the main healer cope with the situatiion.

    3) The Basic Rift/Invasion Support Healer. This one doesn't use Synthesis. You'll often find that in Rift/Invasion situations, there isn't a clear tank that you want to heal. This build does take Phytogenesis to get the AoE and improved proc chance Radiant Spores. You also get Improved Ruin/Vile Spores which increases your DPS with those spells and improves the AoE healing from them by 30%.

    Again, you mix in the Vile Spores and Ruin as needed. If the raid isn't taking much damage and AoE Radiant Spores is largely covering things, then you lean more toward your Main Soul's DPS. When you want to add more healing to the mix, you throw in your Vile Spores and Ruin - and with the added damage from Nature's Corrosion, you don't sacrifice too much DPS to do so.

    4) The Basic Instance Healer. At higher levels, with this many points in a secondary soul, and with the a fair bit of support from a Bard or a low healing specced Cleric, you can main heal an instance with this kind of set-up if you need to. It probably also needs to be a good tank for you to heal high level content with this set-up. This is also the basic 16 point set-up that you would use if you were level 16 and wanting to heal your first instance as a main healer... so the basic tool-set is all there.... and the rotation and spell choice advice from the Basic Guide in the OP would apply.

    But you can use this set-up as a secondary healing set-up too. Similar approach as for the Basic Lifegiving Veil Healer. You put up Radiant Spores, throw in the odd Withering Vines and/or Stream of Reclamation. For support healing you go first to Bloom and Flourish - as they are reactive and instant and will disturb your DPS casting less. Remember, you're support healing, so your priorities change. Focus on DPS spells from your main soul.

    Only when you feel you need to support the heals of the main healer, do you switch to Nature's Touch, Ruin and if necessary Vile Spores. Use Ruin as a reactive AoE heal to help out the group. Use Nature's Touch as a Tank heal and only go to Vile Spores when the main healer is just totally struggling.

    If you want to focus a little more on the NT/Ruin/VS healing, then you might also take Nature's Corrosion to add to this build still further at higher end.
    Hope that helps a bit.

    X

  9. #9
    Prophet of Telara
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    I would suggest putting the points from Neddra's grasp into Neddra's torture (+3% magic damage) and in Vitality.
    Eh? I don't put any points into Neddra's Grasp in the examples above, I don't think. I left some points out - as I say, you can discuss where they go quite a lot.

    In my opinion though, Neddra's Torture is questionable as a Chloro support tool... you need to keep an eye on the actual increase you're getting and work out whether you might not have been better off using the GCD to cast another Vile Spores. If your Vile Spores is hitting for 100, then you have to need to be able to deliver about 3400 damage in 20 seconds to really gain from using the GCD to cast Neddra's Torture.

    It works out better for a Warlock, because it has a good death nuke at the end (after 20s), but that death nuke doesn't really help the Chloro healing much. It might also work out better for a Raid Chloro as an option to improve the Raid's damage overall.... but whether it really helps your Chloro healing will depend on how much Life damage you can churn out during those 20 seconds and whether the 3% benefit is more than you'd have got by just casting another Vile Spores or Nature's Touch in that time.

    X

  10. #10
    Prophet of Telara
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    Oh, it occurs to me that you may have meant Neddra's Influence - not Neddra's Grasp.

    The reason I go for Neddra's Influence is that it increases Withering Vines and Stream of Reclamation directly and passively. This beginner's chloro guide is focussed on passive elements from the Warlock tree in order to make the game-play as purely Chloro as possible and to reduce the choices in rotation variations to a minimum.

    Things like Neddra's Torture, Draining Bolt, Shadow Life, Dark Fury etc are all valid options to some degree and can easily be taken into a Chloro/Lock build... but for this beginner's set-up that is focussed on learning the Chloro play-style, they add a level of extra complication that I didn't want.

    Also, there are the issues mentioned above with Neddra's Torture.... which I've usually found to be at best less effective than it looks and often during beta 7, I found it to actually lose Life DPS and thus lose healing in real play... as when you've included Sac Life: Mana casts and Radiant Spores casts, you rarely get enough extra damage in 20s from the 3% increase, to justify casting Nedra's Torture rather than a Life Nuke. I'd suggest that you go back through your combat logs and use the time stamps to let you add up how much extra damage you actually got from your Neddra's Torture - and compare that to a normal Life Nuke that you could have cast instead... and you'll generally find that you actually lose Life DPS by using Neddra's Torture.

    As I say above... this works out better for Warlocks because of the terminating nuke - but as that's death damage, it doesn't really help with Chloro healing.

    X
    Last edited by XtremElement; 03-02-2011 at 01:00 AM.

  11. #11
    Shield of Telara wallweasels's Avatar
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    A bit misleading title on the thread considering it focuses entirely on only ChloroLock. Without giving strong emphesis that no matter what your secondary soul it cannot directly interfere to much with your rotations. Regardless I would get on the bandwagon that Call of Spring will be required once it is fixed. It is supposed to effect literally ANYTHING that can heal you or someone else. From Wines, Veil, Spores, Direct Heals, HoT Heals, etc. Hell it even increases the gain from soul purge and soul shards

    To my knowledge Neddera's does not influence, no pun intended, Stream of Reclamation. :| Just like Ruin/VileSpores with Natures Corrosion. Its pretty much crap and I've reported it in B6/7 and launch <_< So next time you are in game I would say go ahead and report it too. +5% damage would be nothing in comparrison to +15% healing bonus. I personally see little need for Accelerated Growth. +50 damage on 1000 is not worth 5 points of investment. Especially when +15% heal effects would increase that 1000s damage to 1035 with CoS from 945 with AG.

    Potential other builds:
    ChloroEle: http://rift.zam.com/en/stc.html?t=0z...zRo.Vthz0xoAuz
    The basic concept being in an instance situation you can gain a little more party contribution by having air elemental out. Also, Synergize is a very underrated skill. Giving 3 charge per hit your pet does, it allows Air Eles AOE attack to give up to ~15 charge a hit. It extends the shelf-life of any of your charge using skills, namely Veil.
    You passively gain benefit from +5% crit, +30% crit damage.
    You can actively gain from: Ignite giving pet +30% crit chance and +100% pet damage and +50% damage for you. To my knowledge Intensify Elements does increase Life Damage. Sure it is for a brief period, but many times you will not need to such an immediate increase in spike damage and also an emergency "I got aggro" icy gale. Which pushes them back and slows them. Not nessessaryly the best build, but something to definitely poke around with.

    ChloroDomLock: http://rift.zam.com/en/stc.html?t=0z...zRo.McV0izq.xx
    This one is definetly "out there'. The Premise mostly residing around being able to transform and enemy and perform a very fast (-50% and -.5s) natures touch/fury or anything really that does +50% damage. Natures Fury doing +50% damage would be able to chain to 4 enemies for...ridiculous amounts of healing. Remember this also applies to every hit a DoT does, to my knowledge. Meaning Corrosion would be just as plenty of a nuke to use, althouh Natural Splendor would be much more desirable, that is out of the question in the build. The Warlock is for the obvious two first traits.

    Passively you gain only 2 traits from warlock and one from Dom: 10% chance for instant cast, and +25% charge and +10% INT.
    Actively you gain many beneifts for using any CC spells, increased damage, lowering the next cast time, etc. Meaning any well placed heal spell could heal for more than you would ever need. Probably more bother than its worth in terms of build, and causing a lot more consideration and gambling for the Chloro on when to use skills.

    ChloroArchonLock or Ele (will explain):
    with Lock: http://rift.zam.com/en/stc.html?t=0z...o.hMesRf0o0R.x
    with Ele: http://rift.zam.com/en/stc.html?t=0z...o.hMesRf0o0R.V
    the only difference between both of these builds is one is +25% charge and one is +5% crit. Both are, to be honest, about as equally good. the extra charge would keep veil from being down less, basically increasing damage. But +5% crit also increases damage by increasing crit-rate...its a toss up really.

    Archon included into Chloro is possibly the most complex introduction. You WILL be on your toes or you will wipe your team. Basically you need to manage when consuming flames is up on the tank to know when it is safe to recast buffs (not that you need to be in combat, that should be done before combat) or pop a Pillaging Stone/Rockslide for self-buffs. The self-buffs are NOT required, but are one reason why it helps. At level 50 you gain +125 INT, +65WIS and +50END. That alone is +95 spell power and the Buff on INT is factored into the +25% from Natural Awareness, so you gain even more. With the extra INT and +5% from ele you can gain a very solid crit ratio.

    Now it is worth to gain the most benefit of your buff-auras you will lose: -25END, -45INT, -45WIS. But for using your auras you gain:

    +16% Healing and Damage, -8% cast times, and -16% mana costs. It is unclear if "+16%" healing effects only heal spells or spells AND effects. If it increases heal effects...then it would be amazing. Increasing damage, and THEN the veil means it even more so. However I doubt it is, but any increase of emergency flourish is worth it to me. The main difference to notice in this build is 3 points in Raised In Nature. This is because you need to gain more END for Consuming Flames to give the tank more and more HPshield. The more HP you have, the more delay you have for casting spells, etc.

    Personally Archon comes from my favorite Chloroaddon, but I feel I am never tasked to much or risking my raid by being so.

    ChloroNecro: I like Chloronecro for solo pve, but this is mostly for instance/group healing, however could be applied to a solo role as well. Again the basic method is trying to not do anything other than chloro spells.
    http://rift.zam.com/en/stc.html?t=0z...czRo.xtbkVtohs

    Lich Form is a simple method of gaining a temporary damage bonus with a nice duration and very manageable cooldown, at only 2 mins. Yes...you would be an evil Lich using life spells, so sue me

    For Instances Revenants can deal very very good DPS to groups of mobs. With 3 points into Vengeful Spirit you hardly even need to cast anything and it will do good damage. The only real thing you should do is drop a Grave Rot over as many enemies as possible. This will allow Revenant to spread its abilities. This can be used with any pet, but Revenant requires the least effort on the chloros behalf. Because you only need to drop Deathly Calling on the enemy, Grave Rot will suffice. Whilst using zealot to max its DPS will erquire looming demise, necrosis, deathly calling, etc. Also Consumption and Essence Link are two quite underrated abilities in terms of raid potential. Removing Buffs from mobs eases the flow of raids very very easily, and allows a quick instant +15% mana for the chloro if need be.

    To be honest thats one of the few things I can think of honestly.


    Also as a note:
    http://rift.zam.com/en/stc.html?t=0z...zR.xx0G0Vqxo.V
    You gain squeeze out just a tiny bit more DPS by using elementalist for +5% crit. Combining with Warlock, giving +10% crit, is a pretty solid base crit percentage whilst maintaining +20% damage buff from warlock. However you lose out on the 32 level Chloro abilities, which are nice to be frank. You can bypass this with: http://rift.zam.com/en/stc.html?t=0z...zRo.xx0G0VVx.m
    But in this you give up the -80% damage skill, and -1% crit in ele.


    edit: wow this was alot longer than I thought it was. *cough*
    Last edited by wallweasels; 03-02-2011 at 02:08 AM.
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  12. #12
    Prophet of Telara
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    While various other builds may not add too much casting etc... I think I made the goals of this guide very clear, in that it was to focus on Chloro healing and learning the Chloro tool-set. That's my goal and that's what the guide includes.

    All your many other suggestions no doubt have their pros and cons - but they don't fulfil the goal of the guide. I'm sure other people will find them useful, but I'd still recommend that beginners who don't get the Chloro healing pattern, start off with the most simple of passive builds in order to get used to it. Then once you're happy that you've got the Chloro well in hand... perhaps consider some of the other more varied builds.

    I'm not posting a build based on what might be if they fix things. I'm posting a build based on how things are now... so I'm not including Call of Spring. If it gets fixed.. then fine, I'll change the build advice.

    There was testing in B5, 6 and 7 that seemed to show that Neddra's Influence did improve Stream of Reclamation. I'm unable to test this in the present build though. If somebody can show concrete testing from logs that Neddra's Influence doesn't affect Stream of Reclamation now, then I'll happily change my position on it... but I'd probably tend toward just taking Vitality in this beginner's build, in order to fulfil the goals of the guide.

    X

  13. #13
    Rift Disciple Scintilla's Avatar
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    I cast Neddra's torture the moment the tank is pulling so there is no need to heal the first 2 or 3 seconds of the fight.

    The tooltip says taken magical damage is increased by 3%, it doesn't say that the damage has to come from you. I think this applies to magical damage from all group or raid members, making it an excellent one-point-investment.

  14. #14
    Telaran fibonacci's Avatar
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    rated 5 stars.
    there's wisdom in the OP ^_^
    0, 1, 1, 2, 3, 5, 8, 13, 21, 34, 55, 89, 144, 233, 377, 610, 987...

  15. #15
    Prophet of Telara
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    Aye Neddra's Torture can certainly help with other people's damage of course... as I said, boss mobs etc it's certainly worthwhile as a group support tool. But in terms of being a help to Chloro healing, its contribution is negligible.

    X

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