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Thread: Chloro Filler points and forced useless talents.

  1. #1
    Rift Disciple
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    Default Chloro Filler points and forced useless talents.

    Ok..yeah they changed the patch notes, but as we all can assume that was probably just meant for the alpha server first and not a live hotfix....but it's not like the class doesn't have problems already without them nerfing it. Lets take a look at some of the filler skills just to get to 26 or 32 depending on your build.

    The basics any healer will choose are Natural Awareness 5/5 and the entire 2nd level 9/9, so we're up to 14 points total. 5% life damage increase absolutely sucks, and points are much better invested in the lock or archon tree as you see fit.

    Tier 3 we have the soon to be nerfed Phytogenesis, 3 points for 6% increased -chance- of a proc? While this is useful increasing the chance to 30% total, 16% for 3 point investment over just 10%? Not so much. This turns into a complete filler talent. Healing a dungeon/raid will not require these points and you probably will never see any benefit by taking them. Next we have 25% increase crit chance for flourish/bloom after casting a damaging spell.....really? When aren't we casting a damage spell, have they played the class? 5 point investment for what are mainly 'oh ****' buttons only for a quarter chance to crit. Are these required to heal 5 mans or raid? No. Chance to heal will never make up for gauranteed heal. Filler points as well. Synthesis? Oh yes, the core of any chloro. So the entire Tier 3 tree we literally choose 1 point if the nerf goes through. 15 Points invested that are useful.

    Tier 4. Call of Spring? Broken or just bad, it only affects flourish and bloom again, spells that are not required when played correctly for healing. Filler. Raised in Nature, good if your going for a pvp build, but actual PvE healing this is not required, and in every encounter i've witnessed not necessary(t1, t2, raid rifts, first 3 bosses in GS) So filler for PvE, mainstay for PvP....Nature's touch is obviously getting selected, best single target heal like ability we have. We are at 16 points for PvE build, 19 for a PvP build.

    Tier 5. Living shell is very useful in pvp and depending on your partner soul, can be necassary in PvE. So 1 point definately. Unleashed Abandon....really? Who would use this? Even in PVP your more likely to get stunned/silenced/pulled/kicked/confused/feared then simply slowed. I've never found a root or slow the normal Wild Abandon wasn't enough for....being one of the lesser problems mages face in pvp. Filler points again. Natural Fusion, mainstay for PvE, borderline useful/useless in pvp. Premades, or tag teaming with partner maybe you feel you need heal a little more(especially since your sure the hell not going to be killing anyone) I personally have never seen the need for it, synth heals enough in PvP, and in cases where the synthed person dies, it's usually in so short a time that i could not get a spell off anyways....

    We're up to 20/20 now for both builds. 6 points to go if you want nature's fury and 12 to go if you want Living Energy...

    Tier 5...the final front-tier...Wild Growth 1.5 sec cast 2 minute cooldown, drains about 75% of your charge, and heals for roughly 1k over 12 seconds with 800 sp. This does not have a graphic, ticks for 165 every 2 seconds and I do believe the 2 upgrade points for 10% damage are broken. PvE borderline useless, since one vile spores or even Stream of Reclamation heals more per second than it does, while you're also dealing damage..PvP? No marker for anyone to stand in, what good is a slow when most classes can charge/pull/immune out of it, and if 165 damage every 2 seconds is all your group is taking your obviously winning anyways. Filler points. Enduring Tether, drops the cooldown of your combat rez to 4 minutes instead of 5. First, if everything goes as planned there should be no need for a combat rez in the first place, very few fights last longer than 4 minutes as it is, and having dead people in those fights generally means wiipe anyways. If this was reduced to 2 minutes or even 3 minutes it may become marginally useful, but for most group/raid needs not required whatsoever. Pvp...no one rez's. Finally we have Empathic bond....decent for PvE if some how your burning mana faster than Living Shell can replenish it and useless in PvP.

    So at the end of tier 5 we have 21 points in our PvE build, 20 points in our PvP build....and we can't even get that many without picking up filler talents simply for the requirements.

    Chloro's pre nerf are already being forced into spending points on completely useless skills just to get 1 or 2 decent spells. A completely wasted 11 points for living energy, 6 points for nature's fury. These are the things i'd like to see fixed way before a nerfs come out to 1 or 2 skills we actually do have that are useful.

  2. #2
    Ascendant lol r u mad's Avatar
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    You're just preaching to the choir, bro. We all know how much we have to give up, and how hard it is to learn this class. This is why the nerf makes so little sense. Nice outline of the class in general though.

    http://www.twitch.tv/Screamoaktown - Live streaming 5v5's
    Skreamo@Greybriar
    <Wasted Talent>

  3. #3
    Rift Disciple
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    its just bull **** when you can look at any soul in warrior/rogue/cleric and have almost zero useless talents. Every point goes to something useful; more damage, less damage, less magic damage, free action points, free healing, free damage, free crits etc etc etc.

    We have a tier 5 spell that heals for less than a lvl 15 healing pot....over 12 seconds, and some how we're getting the nerf?
    Last edited by Macadami; 03-22-2011 at 10:07 PM.

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