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Thread: Chloromancer needs some slight rework

  1. #1
    Telaran Zoltarinjo's Avatar
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    Default Chloromancer needs some slight rework

    Hello everyone,

    I've been playing chloromancer now for a while and I can say that chloro wheels are definitely going downwards since 1.3 ! I mean, not everything is so bad, AoE healing is actually great, but tank healing has become... pain.

    First, when you have more squishy tank, it feels like not having enough abilities to keep tank up. Bloom is a savior spell, but it's on CD and with squishy tank, it just postpones inevitable. Nature's Touch is supposed to be the bail-out spell, but it has 2.5s cast time. When you cast it, tank is already dead. It ends up in chaining Void Life casts.

    Now, chloromancer is a great class, having many nice abilities. It's pity that everything ends up in chaining Void Life, because other abilities are just... too weak, or having too long cast time, or too big cooldown.

    My 5 cents: lower amount that Void Life contributes to Synthesis, and lower casting time of Nature's Touch to 1.5 or 2 seconds. Give us more tools for various situations.

  2. #2
    Telaran
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    Blight : cost 3% mane, cd 30secs, effect 8secs, -50% heal.
    The effect is too short, the cd is too big, the mana cost is way too high for a 38th pt talent.
    In pvp (not duel), it has almost no effect because of it last 8secs every 30secs.
    Is it the worst 38th talent of the game ?

    The veils :
    Lifegiving veil is a good basic one.
    Lifebound veil. If not improved, it'is a crappy one. It can be improved and all the "pve" healing and other capacity are based on it.
    It's 2 differents veils that are doing the same thing. It really looks like a way to artificially fill a soul.

  3. #3
    Plane Touched
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    Combine the abilities together that drain charge slowly and you will have zero problem healing. You can VL spam to generate enough charge to sustain corruption and wild growth at the same time. I have corruption up just about every pull that has more than 3 mobs. There is only a few seconds between when corruption stops and you can cast it again. I can just run an entire dungeon with a chain pulling tank and never stop healing and never let corruption stop.

    If I do lose charge I quickly get it back with radiant spore then that channeling ability that gives about 30 charge instantly. Then pop corruption and run behind the mobs and spam VL and NT procs.

    You can use Natural Splendor to really wreak some serious havok on massive damage from a bad pull also.

    The Chloromancer is not broken. Yes it was slightly nerfed in patch 1.3, but it didn't change our ability to keep people alive. It only changed the way you play and made the other spells more valuable. Pre 1.3 was NT+VS spam. Now it is other spells.

    Please just try to change your tactics. I have 51chloro/10lock/5elemental and I only use NT on opportunity proc. I have had upward of 1100 hps on bad pulls multiple times. I can say that with the right tank, I may not every need to use Bloom to keep the tank up. I waste it on DPS that do something stupid.

  4. #4
    Plane Touched
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    Quote Originally Posted by Errovan View Post
    Blight : cost 3% mane, cd 30secs, effect 8secs, -50% heal.
    The effect is too short, the cd is too big, the mana cost is way too high for a 38th pt talent.
    In pvp (not duel), it has almost no effect because of it last 8secs every 30secs.
    Is it the worst 38th talent of the game ?
    You forgot to mention that it REMOVES ALL HEALS on the target. It's not just useful for the debuff, ever seen a cleric run full speed into a group... it's because he has a million hots on him, 1 button and he's squishy... it's sad that a chloro doesn't understand this.
    Mesk
    [Lunchbox Bandits]

  5. #5
    Shield of Telara
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    Yeah the healing is too spotty which can be a serious issue in PUGs. I'd rather they went back to Vile Spores and Nature's Fury being the main damage heals since it was more fluid and predictable. They can adjust the output to where they want.

    Then again they seem to be hung up on giving every class a viable 51 point tree. Too bad they made ours not optional to be a primary healer which pretty much destroyed relying on the class mechanic of dealing damage to heal. I'm still wondering what was going through their minds when they gave it the green light.

  6. #6
    Telaran Zoltarinjo's Avatar
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    Quote Originally Posted by GeekCrux View Post
    The Chloromancer is not broken. Yes it was slightly nerfed in patch 1.3, but it didn't change our ability to keep people alive. It only changed the way you play and made the other spells more valuable. Pre 1.3 was NT+VS spam. Now it is other spells.
    It's not broken. It works. But the way it works feels "spotty" as someone mentioned. If you have CD's, then you can use variety of your abilities, but if tank starts to loose health significantly, like on some t2 bosses, then you fire your CD's very quickly, which leaves you with .... .... spamming Void Life.

    When I imagine myself fun class to play, it ain't spamming one ability.

    And again, when I look at my ability list, I can't get rid of feeling that some abilities are just being there for being there sake. Like Nature's Touch. It's intention is to be savior spell. But 2.5 seconds cast is light years long. Tank is long dead if I start thinking about it.

    Natural Healing aswell. You cast it 2.5 seconds and then it's a heal you barely see on tank's hp.

    Some casts are too long, or too weak, some abilities are too strong and this creates disbalance between abilities. People tend to use what works. And spamming Void Life works atm.... Because in these situations is the only way to keep tank up.

  7. #7
    Prophet of Telara
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    Quote Originally Posted by GeekCrux View Post
    Combine the abilities together that drain charge slowly and you will have zero problem healing. You can VL spam to generate enough charge to sustain corruption and wild growth at the same time. I have corruption up just about every pull that has more than 3 mobs. There is only a few seconds between when corruption stops and you can cast it again. I can just run an entire dungeon with a chain pulling tank and never stop healing and never let corruption stop.

    If I do lose charge I quickly get it back with radiant spore then that channeling ability that gives about 30 charge instantly. Then pop corruption and run behind the mobs and spam VL and NT procs.

    You can use Natural Splendor to really wreak some serious havok on massive damage from a bad pull also.

    The Chloromancer is not broken. Yes it was slightly nerfed in patch 1.3, but it didn't change our ability to keep people alive. It only changed the way you play and made the other spells more valuable. Pre 1.3 was NT+VS spam. Now it is other spells.

    Please just try to change your tactics. I have 51chloro/10lock/5elemental and I only use NT on opportunity proc. I have had upward of 1100 hps on bad pulls multiple times. I can say that with the right tank, I may not every need to use Bloom to keep the tank up. I waste it on DPS that do something stupid.
    Yup Chloro use be to fun.

    Now force 51. Matters not where you put points since all (most) your points are going in Chloro. Feels like a Blizzard change, "people are to stupid to build toons. Let's just made them put al their points in 1 tree. That will help them not be stupid."

    Great design.

    Rift was about 3 souls working as one. Now it's about 51 point forced into your main spec and it really doesn't matter where the other goes. You'll fail without the first 51.

    Why Trion thought this was a good idea I don't know.

    If I wanted total forced specs I'd go back to WoW. There they don't even try and hide it:P You couldn't even pick another tree until you bumped 31 into a totaly watered down boring tree talents.

    Again I'll say it why Blizzard didn't just auto pick them for you as you level is odd. It's what the design is anyway auto picking.

  8. #8
    Ascendant
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    Quote Originally Posted by Chrissibow View Post
    Yup Chloro use be to fun.

    Now force 51. Matters not where you put points since all (most) your points are going in Chloro. Feels like a Blizzard change, "people are to stupid to build toons. Let's just made them put al their points in 1 tree. That will help them not be stupid."

    Great design.
    wrong - you dont need to get 51 points to be an assist healer, 34/32 is better for aoe healing than 51.
    you need to go 51 only for main healing.
    all the "specialist" souls need to get 51 points, riftstalker needs 51 points to main tank, justicar needs 51 points to tank badly, bard needs 51 poins, archon needs 51 points, why chloro should be able not only to main tank heal with less than 51 points but actually be a better healer while specced as dps than full healer as it was in 1.2?
    I dont like some parts of the chloro changes, but this was needed.
    Last edited by Ruizo; 08-07-2011 at 08:35 AM.
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  9. #9
    Shadowlander
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    Quote Originally Posted by Ruizo View Post
    wrong - you dont need to get 51 points to be an assist healer, 34/32 is better for aoe healing than 51.
    you need to go 51 only for main healing.
    all the "specialist" souls need to get 51 points, riftstalker needs 51 points to main tank, justicar needs 51 points to tank badly, bard needs 51 poins, archon needs 51 points, why chloro should be able not only to main tank heal with less than 51 points but actually be a better healer while specced as dps than full healer as it was in 1.2?
    I dont like some parts of the chloro changes, but this was needed.
    I disagree on the part about everyone needing 51 points to fulfill tank/main heal roles.

    - My cleric has a 32/34 build that (easily) main heals (PUG) T1/T2 dungeons while the support character goes full dps, even when the tank screws up a few pulls.
    - He also has a 44/7/15 build that (easily) tanks (PUG) T1/T2 dungeons.
    - He has another healing build with 25 points in Cabalist that main heals (PUG) T1/T2 dungeons if I pay attention.

    In my opinion, that's one of the best things about this game - I can succeed in multiple ways without having to become any one thing exclusively. The fact that Chloromancers require 51 points in a single soul to be effective at a role takes away a lot interest for me.
    Last edited by Gnilbert; 08-10-2011 at 08:54 AM.

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