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Thread: Mage Healing Guide by Sagramor

  1. #1
    Soulwalker
    Join Date
    Nov 2012
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    Default Mage Healing Guide by Sagramor

    I'm main spec healer in Rift for a good while, and during the fights in game I seen Mage healers who have problem to do their job. As far as I seen the main reasons for this are people are forced to heal in game, or simply they just checked a guide on the internet, what contains invalid information, or just simply telling you a build and what spells are there, but they don't tell how you really should use it or how things are working.

    I have give a special thanks to Gothar to translate this guide to humanly understandable form, and mark the the points what was not explained well.

    Build 1:
    <61 Chloromancer, 10 Dominator, 5 Harbringer>
    http://www.rifthead.com/stc/zcRadldIuqAssIsdRvx0VvV

    Build 2:
    <61 Chloromancer, 15 Warlock, 0 Archon>
    http://www.rifthead.com/stc/zcRlzldIuqAssIsdRvxx0x

    Build 3:
    <61 Chloromancer, 6 Pyromancer, 7 Harbringer>
    http://www.rifthead.com/stc/zcRNdldIuqAssIsdRvx0cvVzz

    Build joke cause why not:
    <61 Chloromancer, 10 Dominator, 5 Elementalist>
    http://www.rifthead.com/stc/zcRabldIuqAssIsdRvx0VvV


    The spells, buffs and debuffs - including descriptions and comments.

    Buff:

    [Living Aegis] {Self}
    (Increases the Mage's Maximum Health by 10%, their Life damage by 15%, healing by 10% and heals the Mage for X to X+Y health when damaged. Counts as a Mage Armor.)
    Your main Chloromancer buff, which has to be on all the time.

    [Living Energy] {Raid}
    (Reduces ability cost by 5% on all party or raid members. Toggled)
    It is nice for you and the others.

    [Lifegiving Veil] {Self}
    (Ability damage dealt by the Mage heals up to 10 party or raid members. Instant Life abilities restore X1 to X1+Y1 health. Cast time Life abilities heal more based on cast time, up to X2 to X2+Y2 health. Non-Life abilities restore X3 to X3+Y3 health. Lasts 1h. 5 sec cooldown, and the same cooldown on [ Lifebound Veil] and [Synthesis])
    Used for raid healing.

    [Synthesis] {Ally}
    (Increases the healing the ally receives from the Mage's Lifebound Veil. Applies Lifebound Veil to the Mage. Can only affect 1 ally, never the Mage. Lasts 1h. 5 sec cooldown, and the same cooldown on [Lifegiving Veil] and [Lifebound Veil ])
    If you use it on someone it will trigger [Lifebound Veil] buff as well, so keep in mind if you swap between raid/tank or other wise do complex healing.

    [Lifebound Veil] {Self}
    (Best used with Synthesis for Single Target healing. Ability damage dealt by the Mage heals up to 5 party or raid members. Instant Life abilities restore 13 to 15 health. Cast time Life abilities heal more based on cast time, up to 34 to 38 health. Non-Life abilities restore 2 to 3 health. Lasts 1h. 5 sec cooldown, and the same cooldown on [Lifegiving Veil] and [Synthesis])
    Single target heal, use this only with [Synthesis] or it's a nice piece of nothing.

    [Symbiosis]
    (Increases the healing the Ally receives from the Mage's Livegiving Veil by 50%. If cast on the Mage's Synthesis target, increases Lifebound Veil healing by 50%, otherwise increases Lifebound Veil healing on the Ally to match healing done to the Mage's Synthesis target. Lasts 10 seconds. Cannot affect the Mage. 45 sec cooldown)
    Bottom line: If you're single tank healing and there is a lot of damage, then the first panic spell. If you two or swap tank healing your best friend to make sure people won't blame you cause the wipe. If you raid healing help out someone. If you raid and tank heal at the same time save the tank when you have to raid heal at the same time.

    Non-Damaging spells:

    [Radiant Spores] {Enemy}
    (When hit, has a 16% chance to heal the attacker for 100% of the damage done. Healing done cannot exceed an amount equal to 5% of the Mage's Maximum Health. Lasts 26s. Radiant Spores a 100% chance to affect up to 8 enemies within 10 meters of the targeted enemy. 8 sec cooldown)
    It's always good if you have it up on the enemy, but in SL you have to put out a huge amount of healing, so don't try to use it until the raid or tank is safe. It's not stacking so make sure if you are not the only Chloromancer healer you have to talk who's responsibility will it be to put up, or one of you will lose a lot of heal.


    [Natural Conversion] {Enemy}
    (Causes the next damaging spell cast by the enemy to heal their target for 200% of the damage done. Lasts 30s. 1 min 30 sec cooldown)
    It is a nice spell, it can save lifes, but a lot of times it's does not eork in SL.

    [Blight] {Enemy}
    (Removes all heal over time effects. Reduces healing received by 10% for 8s. 30Sec cooldown)
    It can help in some bossfights, personally with good team and high dps it's not that usefull, plus most of bosses don't get heal any heal during a fight.

    [Essence Conversion] {Self}
    (Restores 7% mana. Consumes 7% health.)
    This spell is an eye for an eye, but if you die and get CR-ed or somehow you managed to burn your mana, it can help you to get back into fight.

    [Living Shell] {Self}
    (Restores 1% of the Mage's Mana per second. Absorbs up to X damage. Lasts 30s. 2 min cooldown)
    This can be one of your best friends or worst enemies. If you're in a short fight it can save your life when the damage goes out of control. If if you don't get much damage, but you're running out of mana. this can recharge you without losing health. On the other hand, if you have to manage your mana it can be your worst enemy, because it burn more mana away.

    [Nature's Cleansing]
    (Removes 1 Curse, Disease, or Poison. 100% chance to heal allies they cleanse for 6% of the caster's Maximum Health.)

    [Cleansing Rush]
    (Removes 1 Curse, Disease, or Poison from up to 10 group and raid members within 25 meters. 100% chance to heal allies they cleanse for 6% of the caster's Maximum Health. 10 sec cooldown)

    [Soul Tether]
    (Brings the fallen ally back to life, restoring 50% health and mana. Usable in combat. 5 min cooldown)
    Normaly during raids you don't use this whenever you want, only when the main healer or the raid leader tells you to.

    Non-Damaging Heal:

    [Bloom]
    (Restores X to X+Y health. 10 sec cooldown)
    A nice instant heal with a bad cooldown. On its own it's not that powerful but the right
    synergy crystal can make it usefull. If you tank healing it might not be the best heal to use on the tank, because the tick's form [Void Life] can trigger the same amount of heal with [Lifebound Veil]. But if you have to move or heal someone else from the raid it can be a lifesaver.

    [Resurgence]
    (Restores 359 health over 6s. 10 sec cooldown)
    It's nice to use on someone who doesn't get huge damage in short time, or in some cases if you are tank healing and you know that the tank will get a big hit in 1-2 sec then use it prior to the damage and it can help you out with your healing. You can also use it as any instant heal use it while you have to run around and jump.

    [Healing Torrent]
    (Restores X to X+Y health and an additional Z health over 6s. 15 sec cooldown, 2 sec cast)
    It's a nice heal, only problem that this have 2 sec cast time. This heal work best with Build 2 cause you can make it instant, or in the other build you can use it when you don't have to move but you can't damage.

    [Natural Healing]
    (Restores 421 to 466 health. 1.5 cast time)
    It's a nice heal, with global cooldown cast time. This heal work best with Build 2, because you can make it instant. In the other builds you can use it when you don't have to move but you can't damage.

    [Essence Surge]
    (Restores health equal to 100% of the Mage's Maximum Health. 1 min cooldown)
    This is the panic heal, or the best way in the start of a fight to take agro away from tank for a quck death (just trolling is not good, but funny as hell).

    [Flourish]
    (Restores X health on up to 10 party or raid members. 20 sec cooldown)
    Which is also know as the aoe panic heal. It doesn't do much, but helps.

    Charge Consumers:
    [Entropic Veil]
    (Increases damage and healing done by 16%. Consumes Charge while active. Charge cannot be gained while active. Does not trigger a global cooldown. Toggled)
    Most guides tell you to use it as much as possible, but that’s not a good idea. Make sure you only use it to help the the others when you don't need your charge for something else. It is wise only to use it this ability when tank or raid take a lot of damage. If you are a tank healer and you have no problems to healing the tank, but the raid was hit with huge damage, then you can help the raid healers only by turn this on until everything is good , again. (The other time to use it with safe heal on tank or aoe heal on raid, it can give the edge to make sure everyone will stay alive.)

    [Natural Splendor]
    (Deals X Life damage over 8s to up to 8 enemies. Restores Y health over 8s on up to 8 party or raid members near the enemy. Consumes Charge while active. 8 sec channel, 2 min cooldown)
    The lazy man's button, you can cast it and you go for a coffee. It’s a nice heal, but only when needed.

    [Wild Growth]
    (Restores X health over 12s on up to 10 nearby party or raid members. Snares and increases damage taken by 10% on all nearby enemies. Consumes Charge while active. Charge can be gained while active. 1.5 sec cast, 1 min cooldown)
    It can't be stacked, so coordinate the with other mage healers and the raid to get the maximum damage. Never use it for healing.


    And the world dominating DaMage Spells:

    [Void Life]
    (Deals X Life damage to the enemy each second for 3s. Triggers a significantly larger heal from Lifebound Veil on the target of the Mage's Synthesis. 3 sec channel)
    If you are tank healing, then this is your best friend, who will carry you through the time before one of your loved ones returns.
    It triggers [Boon of Life] each second.

    [Nature's Touch]
    (Deals X to X+Y Life damage. Triggers a significantly larger heal from Lifebound Veil on the target of the Mage's Synthesis. 0-2.5 cast time, 6 sec cooldown)
    Normaly it would be a waste of time to use it, but with the passive [Boon of Life] it can be instant. To get as much as possible out of this, make sure that you have 3 stacks of [Boon of Life] before casting it. If you cast it for the healing effect, remember the small detail, that this spell takes time to travel to the target, so you won't get an instant heal when it was casted.

    [Corrosive Spores]
    (Deals X to X+Y Life damage. This damage triggers a significantly larger heal from Lifebound Veil on the target of the Mage's Synthesis. Deals an additional Z Life damage over 8s to up to 5 enemies within 7 meters of the initial target. Lasts 8s. 8 sec cooldown)
    This is a nice spell, that instantly hits the target, making it more useful than [Nature's Touch] in some cases of tank healing.

    [Ruin]
    (Deals X to Y Life damage. Triggers a significantly larger heal from Lifebound Veil on the target of the Mage's Synthesis. Deal 100% of their damage over 6 seconds. 15 sec cooldown)
    Don't use it in a fight where you can stand still. If you tank healing [Void Life] does as much or more healing and if you raid heal the same goes for [Vile Spores]. If you have to run and heal, it can be a good way to do that. Triggers [Boon of Life].

    [Vile Spores]
    (Deals X to Y Life damage. Deal 100% of their damage over 6 seconds. 2 sec cast)
    If you're tank healing, forget that you have this.
    Triggers [Boon of Life].

    [Nature's Fury]
    (Deals 1258 to 1391 Life damage to up to 4 enemies. 1.5 sec cast, 8 sec cooldown)
    Well, this is a sort of a useless spell for healing. Mostly ‘cause you can use it only on trash, but on trash there is no big raid damage, and when you tank healing you should not use it at all.

    Extra from builds:

    Build 1:
    <61 Chloromancer, 10 Dominator, 5 Harbringer>
    http://www.rifthead.com/stc/zcRadldIuqAssIsdRvx0VvV

    [Acumen] {Passive}
    (Increases your Intelligence by 10%.)
    More Spell Power, more Spell Critical Rate

    [Eldritch Knowledge]{Passive}
    (Increases your Spell Power by 10%.)
    Mo' damage, mo' heal, mo' mo'.

    [Mental Fortitude]{Passive}
    (Increases your Maximum Mana by 10%. Increases the range of non-melee damaging abilities by 5 meters.)
    More mana can be useful during a long fight and 5 extra meters for you spells.

    [Mass Charged Shield]{Raid}
    (Applies Mass Charged Shield to all party or raid members. When hit, deals X to X+Y Air damage to the attacker.)
    If no other mage (with better X and Y) has this ability , then feel free to use it, because it can give a small amount of extra damage to the raid, and more agro to tank.

    [Reflective Command]
    (Causes the next hostile spell cast on the ally to be reflected back at the caster. Lasts 10s. 15 sec cooldown)
    Well, it can help you to keep someone alive, and do a nice amount of damage at the same time.

    [Thunder Blast]
    (Deals X to X+Y Air damage. Interrupts and knocks the enemy back. 15 sec cooldown)
    A nice “just in case” interrupt, it already proved it can be useful in some cases.

    [Transmogrify]
    (Transforms the enemy into a harmless squirrel for 30s or until damaged. Can only affect 1 enemy.)
    Just for fun.

    [Lightning Blade]
    (Summons a blade of electrical energy. Slashing attacks deal an additional 26 Air damage. All other damaging attacks have a 5% chance to deal an additional 26 Air damage. Lasts 1h.)
    Just some extra damage, because we can!

    The advantage that you get from this build is some nice extra stat, a “just in case” interrupt, some extra damage for the raid and mostly importantly the extra 5 meter range. In some areas of the game the boss put a 30 meter aoe around him, so this allows you to continuously heal, while you are clear from damage.

    Best use: single target healing, tank swaping, tricky situations. And when a just in case interrupt needed.


    Build 2:
    <61 Chloromancer, 15 Warlock, 0 Archon>
    http://www.rifthead.com/stc/zcRlzldIuqAssIsdRvxx0x

    [Vitality]{Passive}
    (Increases your maximum health by 10%.)
    To have as much HP as possiable is always nice in SL, but for a Chloromancer it is good in case you have to use [Essence Surge].

    [Magical Affinity]{Passive}
    (Increases the amount of Charge your abilities generate by 25%.)
    More charge means more chance to use Charge Consumers.

    [Opportunity]{Passive}
    (Your spell casts have a 10% chance to reduce the cast time of your next spell by 100% and mana cost by 40%. Can occur once every 3 seconds at most.)
    This is the heart of this build. Now you can use instantly use spells (some with more than 1.5s cast time) even while running and you will get away with it.

    [Neddra's Might]{Raid}
    (Increases Endurance by 70 on all party or raid members. Lasts 1h.)
    If there is no support it's always nice to have more HP.

    [Searing Vitality]
    (Deals X Fire damage over 8s. Applies Searing Vitality to the Mage each second, increasing Endurance by 11 per stack. Max 5 stacks. Lasts 5m.)
    Cast in the middle of the fight, and you will have more HP than before you casted it.

    This used to be my favorite build back in the old days, but since there have been some changes in the mage healing system this build has its problems now. There are some advantages as well, for example that you can use some casting spells which you normally should not use and more HP gives you a higher chance to stay alive.

    Best use: Hard to master, and need good gear, but than it's all situations cause nice single target instant heals.

    Build 3:
    <61 Chloromancer, 6 Pyromancer, 7 Harbringer>
    http://www.rifthead.com/stc/zcRNdldIuqAssIsdRvx0cvVzz

    [Ignition]{Passive}
    (Decreases the cast time of your Fire spells by 20% and all other spells by 5%. Reduces the mana cost of non-instant Fire spells by 20%.)
    It gives you 5% cast time reduction, but it's not that important.

    [Burning Fury]{Passive}
    (Each time you fail to critically hit an enemy with a damaging single target ability, you will gain a 15 second duration stacking buff. This buff increases your Spell Critical Hit Chance by 10% for each stack. A successful critical hit on an enemy will consume all stacks of the buff.)
    Most people using this build only do so because this passive ability.

    [Eldritch Knowledge]{Passive}
    (Increases your Spell Power by 10%.)
    Mo' damage, mo' heal, mo' mo' again.

    [Blazing Light]
    (Deals 360 Life damage over 16s. Increases the Mage's Dodge chance by 10%.)
    Some guides say that it is good to use it, but while testing the build I actually found it was setting back the HPS, because any other Chloromancer spell will gives you more heal than this can give you.

    I have to admit that when I tested this build it raised my crit from 22% to 30%. But if you get better gear you will crit more and more so this 8% will be less and less. While testing this it giving me 8-10% lower HPS on tank healing and 5-10% higher HPS on raid healing, than Build 1.

    Best use: Raid healing only cause in single target healing all the other build work better. If you higher gear this build will do less and less HPS like the others.

    Build joke, because I can:
    <61 Chloromancer, 10 Dominator, 5 Elementalist>
    http://www.rifthead.com/stc/zcRabldIuqAssIsdRvx0VvV

    [Acumen] {Passive}
    (Increases your Intelligence by 10%.)
    More Spell Power, more Spell Critical Hit Rate

    [Mental Fortitude]{Passive}
    (Increases your Maximum Mana by 10%. Increases the range of non-melee damaging abilities by 5 meters.)
    More mana can be usefull during long fight and 5 extra meters for you spells.

    [Biting Cold]{Passive}
    (Increases the critical hit chance of your abilities by 5%.)
    It's always nice to have some extra critical hit.

    [Mass Charged Shield]{Raid}
    (Applies Mass Charged Shield to all party or raid members. When hit, deals X to X+Y Air damage to the attacker.)
    If no other mage (with better X and Y) has this ability, then feel free to use it, because it can give a small amount of extra damage to the raid, and more agro to tank.

    [Reflective Command]
    (Causes the next hostile spell cast on the ally to be reflected back at the caster. Lasts 10s. 15 sec cooldown)
    Well it can help you to keep someone alive, and do a nice amount of damage at the same time.

    [Thunder Blast]
    (Deals X to X+Y Air damage. Interrupts and knocks the enemy back. 15 sec cooldown)
    A nice “just in case” interrupt, that already proved useful in some cases.

    [Transmogrify]
    (Transforms the enemy into a harmless squirrel for 30s or until damaged. Can only affect 1 enemy.)
    Just for fun.

    [Elemental Forces]
    (Causes the Mage's next 5 damaging abilities to deal an additional 70 random elemental damage. Cannot trigger Icy Carapace or a Cycle buff.)
    If you have much unused charge, it can trigger Life damage to get more heal, or just more damage.

    Honestly, I made this build in 2 sec probably because I didn't have my 4th coffee of the day as usual by that time. It started as a joke, trolling is always fun, but during testing it proved to be valid build. I had nice HPS with this and the same amount of Crit as Build 3. I will test this build again when I have top mage gear. Another idea for another day could be to combine it with Pyro.

    Best use: Single target healing, swap healing, and if you have the skills show off healing cause you can heal with a joke build.

    Conclusion about build:

    All the 4 builds have it pro and cons, but in the end on the battlefield yous skills and playstyle make sure the team stays alive..

    Synergy crystal:

    Before you have the raid 4 set use only the Chloromancer synergy. After you have 4 nice raid item and you have the set than there is 2 choice, the Chloromancer and the Harbringer. Now I seen a lot of forum and guide that you only should use the Harbringer. Who ever said that that person have no idea how to heal with a Mage. For tank healing use only the Chrolomancer Chrystal, and if you have the materials you can use the Harbringer for raid healing, but only if you have Harbringer weapon buff in you build.

    Basic tactics as one of the healer:

    If you are not the only mage healer there is are a few thing that you have to coordinate on healing and way more that you have to coordinate with the raid.

    [Radiant Spores]. It cannot stack so only 1 mage can use it. Best choise is to give it to the least loaded mage, for example the person who heals the better geared tank.

    [Wild Growth] has to be used when all the DPS have their nuke ready to maximize the damage. Make a macro what is yelling out when you used it to make sure everyone, who can read, will know it.

    [Soul Tether] Combat resurrection is nice except when it's wasted by 2 healers for on the same body. Make sure you have a CR rotation with the others, to avoid these situations like this. Alternatively Or let the raid leader or main healer decide who will pick up who. By experience, it's always better to have someone to call the CR. Especially if that person is the main healer, because they know when to pick up someone to make sure that person won't die straight away from damage.

    [Flourish] If you are tank healing, then make sure you save it as much as possible to use it when it's really needed or your aoe healer is out of mana, etc.

    Always firstly make sure that your job is done, but you are part of a team, so help the others whenever you can.

    Rotation and tactics for yourself:

    Tank healing:

    Put you tank as focus (/focus), as it will help you to monitor the buffs, spells, hp of you tank. and some spells can be nicely combined @focus macro. It's always good to mark the tank so that you can see where he is in a running fight to make sure you keep up and he's in you healing range.

    There is no fix rotation for (mage) healers, the spells you use always depend on the situation you’re in. A fix rotation will generate a ton of overheal and when needed the important spells are on cooldown.

    Basic system as tank healer is to spam [Void Life] it gives a fair amount of heal to the tank and stack up your [Boon of Life], so that [Nature's Touch] will be instant (or has the same cast time as the global cooldown). Oh yes, make sure that you let it cast (channel?) for 2 sec, because if you start to spam the next spell it will only tick once instead of 3 times, and only makes a difference of 0.5sec.

    You should cast [Radiant Spores] on the enemy, if you have a chance, just before the tank rush in, so it will be up and you can start you fight 1 less thing to worried about. It won't put you into combat and in a big aoe-pull it can even be nice and helpful.

    Save [Nature's Touch] and [Corrosive Spores] until your tank is really getting damage. Even with aoe pulls and boss fights I usually only cast [Nature's Touch] and save the other. The reason for that is that for [Nature's Touch] you have to walk all the way down and if you need an instant heal on tank it will be too late.

    [Corrosive Spores] immediately triggers a heal on the tank. If your tank is doing fine, but the raid gets a lot of damage, then fire up [Entropic Veil] and shoot all that you have, trust me the raid healer will like you for it.

    Raid healing:

    This is almost the same as tank healing, where you save your spells. The difference is that it's better to swap [Void Life] to [Vile Spores].

    Tank swap healing:

    It's good to have a @mouseover macro with the [Synthesis], as it helps you to swap quickly. Sometimes you don't have to swap and can manage with only using the instants spells on the other tank to keep him alive, and sometimes [Symbiosis] is needed. Keep in mind that the cooldown to swap is 5 sec every time.

    Tank and raid swap:

    Have the [Synthesis] on the tank all the time, then just swap the 2 healing buffs and remember that you can't swap instantly, it takes 5 second. [Symbiosis] can be your friend here as well.

    Charge management:

    If you are in a bossfight you should save your charge for [Wild Growth], if it's on cooldown than still don't use [Entropic Veil] it's only good if you have to really put out more heal. For exapmle if you tank getting really down on HP and you have to use your [Essence Surge], than quickly activate
    [Entropic Veil] than use [Essence Surge]. If you are in a bossfight where your tank is doing good, but the raid getting a lot of damage, than the best way help the other healers (or if you in a dungeon and you are on your own) to activate [Entropic Veil] than use [Nature's Touch] or [Flourish]. It will take a while to get used to this “rotation”, but it will gives you an edge in healing.

    Overal:

    Try to learn the rhythm of incoming damage and use your spells wisely and don't generate too much overhealing. Use your instant spells when needed, like when you have to run around. Practice a lot, but remember to have fun and never toll too much.

    There is still a lot of thing missing here, some of them will be later updated here, some won't. There are some small gaps what you have to find out on your own, because it depend on you playstyle.

    Macros:

    #show Bloom
    suppressmacrofailures
    cast @mouseoverui Bloom


    #show Essence Surge
    suppressmacrofailures
    cast @mouseoverui Essence Surge


    #show Resurgence
    suppressmacrofailures
    cast @mouseoverui Resurgence


    #show Nature's Cleansing
    suppressmacrofailures
    cast @mouseoverui Nature's Cleansing


    #show Soul Tether
    suppressmacrofailures
    target @mouseoverui
    yell CombatRes %t!
    cast @mouseoverui Soul Tether
    tagget @lasttarget

    (sometimes it's not working for first touch, so you have to spam 2-3 time just in case)


    #show Wild Growth
    suppressmacrofailures
    cast Wild Growth
    yell Wild Growth on %t! Increase dmg taken by 10%.


    #show Synthesis
    suppressmacrofailures
    cast Synthesis
    say Be my healed one %t!

    (the say part is for the other mage tank healer to make sure people will see if you somehow still the buff)


    #show Symbiosis
    suppressmacrofailures
    cast @focus Symbiosis


    #show Symbiosis
    suppressmacrofailures
    cast @mouseoverui Symbiosis


    #show Healing Torrent
    suppressmacrofailures
    cast @mouseoverui Healing Torrent
    cast @mouseoverui Natural Healing


    #show Natural Healing
    suppressmacrofailures
    cast @mouseoverui Natural Healing


    #show Synthesis
    suppressmacrofailures
    cast @mouseoverui Synthesis


    suppressmacrofailures
    focus


    #show Thunder Blast
    suppressmacrofailures
    stopcasting
    cast Thunder Blast

    (if you have the spell)

  2. #2
    Plane Walker
    Join Date
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    I haven't thought about the merits of a 15lock build for a while. With the harb sp buff I'd kind of let it slip out my mind, but opportunity isn't such a bad thing in experts where attrition could actually kill a tank. Healing torrent would be a nice thing to be able to toss up sometimes. I think in raid encounters it'd see less use.

    The one thing I'd change slightly is your description of corrosive spores. Because it stays on a target and keeps doing damage it keeps outputting healing for it's entire duration. Any situation where it hits 2 or more targets I'd say use it on cooldown both for raid and tank healing. The only exception would be if there is some kind of a breath/cleave mechanic that you know takes 50% or more of your tanks health. In a case like that you can pocket corrosive spores for a spot heal.

  3. #3
    RIFT Guide Writer TheGrinnz's Avatar
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    The only build you need is 8 Pyro/5 Harb/2 in whichever. Personally I use 11 Pyro/4 Harb to pick up Flicker for movement/extra breakfree. Burning Fury is way too good to skip.

    Good descriptions of ability usage, other than for Nature's Fury I would mention that using it on cooldown is necessary to maximize DPS, and not a total loss in raid healing as long as there are a few targets to hit. For tank healing there are much better choices.

    I would also mention that Wild Growth must be coordinated with Power Core now if you have a Tactician in the raid, they apply the same debuff and don't stack.
    Last edited by TheGrinnz; 04-22-2013 at 12:14 PM.

  4. #4
    Soulwalker
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    First thanks for the reply. This guide was mainly focused on the spells and how to using them, not on the build. Becasue there is no perfect build , it all comes down to the players playstyle. Forexample the pyro build should work batter by math, and the rotation should be the same like in the domintator, but with my playstyle I can make 10% more HPS in total on the tank with my base rotation. With an other mage who loves the pyro and have the same gear like I do in raid healing he beat me, but on tank healing I beat him.

    About the corrosive spores, yes a lot of ppl say the same, but for me it works bast in the other way. This is just a starter guide with a few choices, but the person who want to heal have to choose the way he will go alonge.

    About Nature's Fury, you are right, I will edit this when I have more time, and put in some planed tactics with other thing like how to cooperate with supports and raid.

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    No Fiery Concentration in any spec? Good luck with group healing in raids!
    Sindariel - Mage - Brutmutter EU

  6. #6
    Sword of Telara Crovack's Avatar
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    Any build without Burning Fury needs to be specifically seeking a certain ability: Imp Mana Wrench, AP and Reflect come to mind. Outside of times when those abilities are required, there is no reason in pve to use a build without Burning Fury. Even with 0 CP, 8 points in pyro exceed any other allocation of competing slots by miles, particularly in such that they also allow for the 10% SP from Harb.

    As posted above, that leaves 2 free points (which I personally prefer to put into runspeed, as I see it I'd rather move faster all the time and be able to use instant cast abilities than to have -2% SP + flicker at the cost of a gcd; but both builds have merit situationaly).

    While there is an understandable place for a guide in which the goal is to explain abilities (because tooltips are for losers, yo); a class guide in which the majority of the builds posted are mathematically inferior to alternatives is a guide which should add " for Beginners" to its title.

    Also, as Sindariel posted, no Fiery Concentration in any of the specs.... just... sigh.

  7. #7
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    About the for the "for Beginners", well maybe it's my problem, but if you a beginner, than you look for a guide, if you are not a beginner you look for builds, because you already know how to use your spec and ability. I will maybe change it form "healing guide" to "healing abilty guide with example builds". Or if you have a batter Idea for title feel free tell me. And math don't work in Rift (last night I retested a few specs and stuff and by paper one should have been way batter by all the numbers combining everything, the other was prooven in action way batter and theoriticly the first is superior than the other by at least 5%, in action the other beat the first by 20%. Now 5 4A paper is in the bin and I'm confused about the math and reality.)

    In my testing runs (and if I have a major upgrade on my gear, I always retest the most of the builds I know (that's about 10, 61Chrolo with different 15point spent in others) actually most of the time the dominator build proven better hps than the pyro on tank healing, and pyro always dominating raid healing, it can be my personal playstyle, or somehow for me the numbers and math don't add up in Rift (what I seen already a good few times, exapmle nearly same points same build totaly same rotation I made 10% hps than a friend, and we made 20 3 minute testrun on dummys).

    Personally I don't belive in universal builds, if I have to choose an universal build it would be what TheGrinnz was sugesting, because it's the most universal if we make a big compare to the others. I will even change it to that one to make sure if someone is a real begginer and read this post will try that one out first not the other build.I don't know why I didn't picked that one for pyro :S, because I have that one on my list, maybe because I do nearly all the time tank healing and I don't need with my playstyle the pushback reduction, and beacause if I had enough coffee in the morning I have the reflex to compensate the lower movement speed. In the other hand I prefer to use different builds for different situations, it depends on the supports, the other healers, the boss tactics, damage income and all the other good stuff. I can be because of my job, cause I don't have the luxury to use the same universal algorithms all the time.
    And again as I stated, it all comes down to the playstyle, it's just 4 builds and you can make many more combinations for build, and only use all the time what is best suits for you. If you on raid with a good players you even can go with 61chloro and no other points to spend into the others because you won't need more by the well coordinated good players.

  8. #8
    Prophet of Telara Frailaq's Avatar
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    10 Dom / 5 Harb does have a place... Reflect alone can be quite useful (Hierarch on the Regulos fight for example). It also has higher base heals so for lower level content such as dungeons where the tank and healer outgear the instance and you don't need crits to keep the tank topped off then yes, it will work just fine and will actually be a more stable healer. However, I would definitely choose to put 3/3 in Clinging Form and 2/2 in Quick Thinking rather than the mostly useless Mental Fortitude.

    That said, 10 Dom / 5 Harb is the only spec aside from a Pyro based one that I would even consider running. The points you're looking for in Pyro are specifically Fiery Concentration and Burning Fury with any extra points thrown into Ignition (in other words, at least 2 points). You basically have 3 options:
    1. 2 Ignition, 3 Fiery Concentration, 3 Burning Fury (8 points in Arch) - 5 Eldritch Knowledge, 2 Natural Swiftness (7 points in Harb)
    2. 4 Ignition, 3 Fiery Concentration, 3 Burning Fury (10 points in Arch) - 5 Eldritch Knowledge (5 points in Harb)
    3. 4 Ignition, 3 Fiery Concentration, 3 Burning Fury, 1 Flicker (11 points in Arch) - 4 Eldritch Knowledge (4 points in Harb)
    #1 will give you +8% movement speed boost, #2 will give you max throughput, #3 will give you teleport/extra-breakfree. Personally, I chose #3 because it gave me more throughput than #1 while also giving me a teleport which is also a 20s cd CC breaker. #2 would've given 2% more SP but lost the very valuable Flicker ability.
    Last edited by Frailaq; 04-23-2013 at 07:58 AM.
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  9. #9
    RIFT Guide Writer TheGrinnz's Avatar
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    Quote Originally Posted by Sagramor View Post
    About the for the "for Beginners", well maybe it's my problem, but if you a beginner, than you look for a guide, if you are not a beginner you look for builds, because you already know how to use your spec and ability. I will maybe change it form "healing guide" to "healing abilty guide with example builds". Or if you have a batter Idea for title feel free tell me. And math don't work in Rift (last night I retested a few specs and stuff and by paper one should have been way batter by all the numbers combining everything, the other was prooven in action way batter and theoriticly the first is superior than the other by at least 5%, in action the other beat the first by 20%. Now 5 4A paper is in the bin and I'm confused about the math and reality.)

    In my testing runs (and if I have a major upgrade on my gear, I always retest the most of the builds I know (that's about 10, 61Chrolo with different 15point spent in others) actually most of the time the dominator build proven better hps than the pyro on tank healing, and pyro always dominating raid healing, it can be my personal playstyle, or somehow for me the numbers and math don't add up in Rift (what I seen already a good few times, exapmle nearly same points same build totaly same rotation I made 10% hps than a friend, and we made 20 3 minute testrun on dummys).

    Personally I don't belive in universal builds, if I have to choose an universal build it would be what TheGrinnz was sugesting, because it's the most universal if we make a big compare to the others. I will even change it to that one to make sure if someone is a real begginer and read this post will try that one out first not the other build.I don't know why I didn't picked that one for pyro :S, because I have that one on my list, maybe because I do nearly all the time tank healing and I don't need with my playstyle the pushback reduction, and beacause if I had enough coffee in the morning I have the reflex to compensate the lower movement speed. In the other hand I prefer to use different builds for different situations, it depends on the supports, the other healers, the boss tactics, damage income and all the other good stuff. I can be because of my job, cause I don't have the luxury to use the same universal algorithms all the time.
    And again as I stated, it all comes down to the playstyle, it's just 4 builds and you can make many more combinations for build, and only use all the time what is best suits for you. If you on raid with a good players you even can go with 61chloro and no other points to spend into the others because you won't need more by the well coordinated good players.
    You really should not use pure hps as a metric for comparing healing. It can vary wildly depending on how much healing is actually needed, and is not a good representation of whether you actually are preventing people from dying, which is the real measure of a good healer.

    However picking up the pushback reduction has nothing to do with your playstyle. When using Vile Spores you will heal less without pushback reduction because your casts take longer. It's not needed for tank healing but Burning Fury is important to pick up anyway.

  10. #10
    Prophet of Telara Deeew's Avatar
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    No fiery concentration in any of the "builds" you suggest??? Doyourift.jpg Doyouhealraids.jpg #yetanotherbadguide
    Those that can, do. Those that can't, write guides on the forums.
    Quote Originally Posted by Xenoheart View Post
    Raid bosses kill guilds sometimes. But guilds kill themselves way more often.

  11. #11
    Prophet of Telara Deeew's Avatar
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    Quote Originally Posted by Sagramor View Post

    Synergy crystal:

    Before you have the raid 4 set use only the Chloromancer synergy. After you have 4 nice raid item and you have the set than there is 2 choice, the Chloromancer and the Harbringer. Now I seen a lot of forum and guide that you only should use the Harbringer. Who ever said that that person have no idea how to heal with a Mage. For tank healing use only the Chrolomancer Chrystal, and if you have the materials you can use the Harbringer for raid healing, but only if you have Harbringer weapon buff in you build.
    I highlighted my favorite part in bold, it gave me the most chuckles.

    Soon they will be "fixing" or "upgrading" the chloro crystal to allow vile spores to proc the effect. However, until the change is made, harb crystal is the best. 100% up-time for a 25 spellpower loss? Yes, that is the best regardless of your feels.
    Those that can, do. Those that can't, write guides on the forums.
    Quote Originally Posted by Xenoheart View Post
    Raid bosses kill guilds sometimes. But guilds kill themselves way more often.

  12. #12
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    Quote Originally Posted by TheGrinnz View Post
    You really should not use pure hps as a metric for comparing healing. It can vary wildly depending on how much healing is actually needed, and is not a good representation of whether you actually are preventing people from dying, which is the real measure of a good healer.

    However picking up the pushback reduction has nothing to do with your playstyle. When using Vile Spores you will heal less without pushback reduction because your casts take longer. It's not needed for tank healing but Burning Fury is important to pick up anyway.
    You are right, the measuring is not the HPS, no even the build what the most of the people are arguing about. if you doing tank healing you you don't need the pushback, if you raid healing you really need it. That is the reason I use 3 build atm. Pyro for raid healing (I don't do that much), Dominator if the tank suffer heavy damage, Warlock if the tank don't need that much heal but some of the raid members are low geard so I can help out them with the extra big instant heals. For tank swaping Warlock or Dominator, depend on dmg, for tank raid swap heal Pyro and dominator. and some other situtaions I make a special build for the need. As I said i will change that with other things later I just don't have the time to change all the tings. even stated in original post it will be done. And again even on raid, even on expert, even in open world statisticly (from combat logs and purly see the HP of the tank) in my gear, I can make more out for the tank healing with dominator. (Just if some ppl think I love dominator it's not true, that is the build what I hate the most, but now it is the best, by numbers, by testing on practice dummy, and testing on raids). Becasue my playstyle is to use the best build to get the best out in any situations. For a person who like to have only 1 build totaly, can choose pyro only, or for example like a friend of mine pick warlock cause he only do tank heal in his guild. This guide was not for the build, but for the spells and what they do. And it's not finished as again it's stated in the original post.

  13. #13
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    Quote Originally Posted by Boodie View Post
    I highlighted my favorite part in bold, it gave me the most chuckles.

    Soon they will be "fixing" or "upgrading" the chloro crystal to allow vile spores to proc the effect. However, until the change is made, harb crystal is the best. 100% up-time for a 25 spellpower loss? Yes, that is the best regardless of your feels.
    I highlighted my favorite part in bold, it gave me the most chuckles.

    Man do you use vile spore for tank healing?
    For tank healing use only the Chrolomancer Chrystal
    and it's a nice thing to have if you'r not confident enough to use another 1600 heal on thank or others.
    (2): The Mage's Bloom heals for an additional 1600 health over 8s.
    and since you should use Void life instead of Vile sporte while waiting for the other cd spells for tank healing than yes you will have 25% permanent extra SP
    (4): Damage ticks from Void Life place a stacking buff on the Mage, increasing their Spell Power by 75, per stack, for 10s. Max stacks.
    http://rift.magelo.com/en/item/FD8AD...mancer-Crystal
    and if you have the materials you can use the Harbringer for raid healing, but only if you have Harbringer weapon buff in you build.
    Because than you will have 200 permanent SP, but beacause most of the players who need guide is casual they probaly they already have the chloro and they won't have the harbringer for a while, casue they don't really like to farm the mats for it.

  14. #14
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    Quote Originally Posted by Boodie View Post
    No fiery concentration in any of the "builds" you suggest??? Doyourift.jpg Doyouhealraids.jpg #yetanotherbadguide
    next time before you post a reply straight out, read the other post after the main one.

    Quote Originally Posted by Sagramor View Post
    Personally I don't belive in universal builds, if I have to choose an universal build it would be what TheGrinnz was sugesting, because it's the most universal if we make a big compare to the others. I will even change it to that one to make sure if someone is a real begginer and read this post will try that one out first not the other build.I don't know why I didn't picked that one for pyro :S,
    Quote Originally Posted by TheGrinnz View Post
    The only build you need is 8 Pyro/5 Harb/2 in whichever. Personally I use 11 Pyro/4 Harb to pick up Flicker for movement/extra breakfree. Burning Fury is way too good to skip.
    Other than that thanks for your post.

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    Quote Originally Posted by Sagramor View Post
    if you doing tank healing you you don't need the pushback, if you raid healing you really need it.
    In many fights Chloro is not just a pure tank or aoe healer, but switches between stances. Even when you are assigned on certain duty, you see good chloros switching frequently between healing stances if different parts of fight allows it. There is only 1 possible spec in raids and that's 8p in Pyro for concentration and crit... if you are running without concentration that limits what you can do during encounter. Obviously the further you get in raid content, more switching you see... I hate when people categorize chloro as tank or aoe healer, gives wrong picture for people.
    Last edited by ReveBeck; 04-25-2013 at 12:34 AM.
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