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Thread: Comprehensive Chloromancer 2020

  1. #1
    Ascendant Shas's Avatar
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    Cool Comprehensive Chloromancer 2020

    This is a collection of the most potent and fun Chloromancer builds which have prooven themselves alot of times now.

    4.x heavily favors quick healing tickrates and keeping up passive heals (/shields)
    Your goal is to create a thick coat with alot of individual healing ticks rather than slow chunky burstheals.

    6 Stormcaller for Living Storm is the most powerful offsoul combination with your Lifegiving Veil.
    It ticks 16 times in 15 seconds onto 1-9 targets. Every tick will procc Lifegiving Veil.
    If you apply Living Storm with one Eternal stack, ALL Veil ticks will recieve the same bonus.
    Eternal-Veil-Storm is very easy to use and your best friend. Keep it up at all times and it will cover your back while you cleanse, run, hide etc.

    More details about Abilities:
    Spoiler!


    Special Equipment: Synergy Crystal ''Diviner's Crystal'' | Trinket ''Wrath of the Berzerker''

    -> Always start with a Vile Spores- hardcast to get your Eternal bonus asap.

    The Beginerfriendly (easy free to play)
    +Easy, free to play
    -Mana hungry, low damage
    61|10|5 The beginner (runspeed)
    Keep up with your team, easily run out of danger. Beginner Chloro to get used to Living Storm.
    Put the 4 points from Ele into Stormcaller 'High Voltage' for less dmg taken if you want.
    Spoiler!


    Versitile and smooth allrounder (recommendet)
    +Solid allrounder, easy, full mana
    -Heal overkill, low damage
    61|9|6 Very mobile and easy default Chloro
    Can turn hours of wiping into easy kills for very little effort.
    This version is by far the easyest and well roundet pve Chloro and will perform in all situations.
    Soloheal Silgen while jumping around, Soloheal Raidrifts. The power vs effort is unparalleled- just don't sleep on your Living Storm.
    54|6|16 Chloro with FK barriers based on the ''Turret-Chloro''
    The more tryhard Variant with Fk barriers.
    Spoiler!


    Bamu's house brand damage Chloro (rare)
    +High damage with full healer utility, free 2 play
    -Mana hungry, Demands target uptime
    54|16|4 High dps Chloromancer (~600k), very immobile version, no Living Storm.
    Spoiler!


    Very spammy semi- healer (exotic)
    +Superb active heals, fully mobile, free 2 play
    -Mana hungry, no cleanse, no rezz, demands target uptime
    8|58|10 The Barrage ''58Ele-''Chloro
    Very high healing and damage output. Very spammy. Only direct heals, no cleanse, no rezz.
    4 Barrel machine gun and respective Veil tickrates.
    Spoiler!


    Ideal Azranel- offtank (recommendet)
    +Ideal soloheal+offtank combination
    -Mana hungry, very primitive tanking, terrible threat
    54|16|6 Chloro-tank for Azranel etc
    Chloro with a taunt

    Spoiler!


    Do not hesitate to just refresh Living Storm early. You do not need to wait until it's over to re-apply; and refreshing it early in easy phases drastically lowers the chance that it runs out during those demanding 10 seconds here and there.

    -> Having anything close to your Boss/ main target such as Azranel Pillars or Tarjula Souls will multiply the already strong effect of Living Storm, Corrosive Spores and Nature's Fury



    Side Infos on past Chloro metas and why the builds above are so simplyfied:


    -> Things that Chloro has but a PoA pve Chloro can forget about:
    Synthesis and Lifebound Veil: It's designed to create stronger heals on a single target- PoA Lifegiving Veil already heals more+ quicker heals and affects more people.
    Symbiosis: Bound to Lifebound Veil
    Natural Splendor: It's only viable with the eternal bonus- but even then it's a relatively slow ticking channel that let's your Corrosive Spores run out. If using it- then only with eternal and only for max 4 seconds.
    Void Life: It's designed for Lifebound Veil. It's only use its to get very quick stacks of ''Boon of Life'' for instant Healing Torrents.


    Why not 11 Harbinger?
    Piercing Beam can look ok on paper, but minus the Spellpower, it only provides 9% healing done (Harbinger not giving 1% healing per point spent in the first place).
    Letting Living Storm do the heavy lifting on heals and properly manage Entropic Veil in situations you need it will just double your performance for little effort
    If you go for heals, increase the tickrates. If you go for damage, use damage that bypasses dmg penalties (LEF).
    -> There is this strange rumor that Piercing Beam, Eldrich Armor or Charged Blade somehow affect Vile Spores by nature- they do not give you ''free instant casts'' by default. Please read the tooltips if you still believe they do.

    If you are new to te circus, defenitly start with the first version and get familiar with everything. Then you can try out LEF vs Missiles and decide which flavor you like better before heading for alternate builds.

    -> Healing Meta is fast& even tickrates, many hots and mobility.

    Verdict:
    The very general versions, like the Frost keeper ones will do the job perfectly in all situations. However, you can influence your Chloromancer's behavior and thus gameplay alot by it's offsouls and trade overkill heals into damage or overclock the heals for higher demand.

    Get a feel on what encounter demands movements, high sustained heals, heal burst phases, or can take some extra damage.

    I personaly have the Chloro with 6FK, the Barrage Chloro and the Chloro Tank available at all times.

    Kalerts:
    The only 4 Kalerts you really need for all versions.
    KA::AhhwyeNqlkt9rwjAQx/+Vvu3NJbZNJ/cUazoGIsN1b4Jk7VnCYipJEMq2/32xTtkPGQVJAsn
    d5e4+fE94tEZqChRK2GnZoe2vRViPVm2ljoRB23RgWoNAgvPgI mEt1cbDTHp5u3p+WMkXpZXv1qp
    qjVs1GD6pan2yEsJGde2A0SycFJK7wz5UfXNeVq/uA3KxKMUyWHozhZj0bXyZ+xfrKxfvc1H87be
    EOYaytbRdJDRu0fjQfNHaCh3wTPBkIqjI4+k4I1QMJsGQyqJTz tMjAWOQsuRKggXWtZXuG8XIS9u
    gP8McI25cdB/idsCLXEymUz4mcTqbUZ4NBghZlNFqg/FZgZRdrYDaK9NET761238gfoTxmMck4yR
    mBRknhOXDNegncN3u0epW1ichfo/SZYDyEsAnzg3noQ
    This post is directly taken from:
    http://forums.riftgame.com/game-disc...-v-chloro.html
    , cleaned up and reposted into guides for convenience.
    Last edited by Shas; 05-03-2021 at 07:45 PM.

  2. #2
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    Actually the easiest spec to start with if you have Eternal Weapon is 54 Chloro / 16 Frost / 6 Storm. There is easy to play AFK Corrosive Spores -> bolt -> Living Storm -> Grab Your Tea -> bolt -> Corrosive Spores -> Living Storm -> Tea -> repeat. Use Earth barrier on tank to deny most damage in afk mode. Use instant bolts if you hate casting. Be ready to push "Wild Growth" as huge healing cd. Use cast @focus Bloom with focus on tank if tank/raid takes big hit. This spec makes most other AoE specs not viable because of no penalty for Eternal Weapon healing for non-chloromancer AoE DoT's (Living Storm/Hailstorm etc).
    Both 61 chloro specs listed above have no real pros if you have last stage of Eternal because of huge healing by AoE DoT's, but making your tank your weak spot.
    There is also Bugged x2 spec https://rift.magelo.com/en/soultree#...al4/!89c2|TKXM with legendary Ride The Wind -> instant @gtae Hailstorm healing.
    Last edited by ThreadSafe; 02-17-2021 at 12:23 AM.

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    I finally found some time to make video about chloromancer. Here is dummy test for fights with adds: https://youtu.be/YV0k0Tg7wxo.
    As you can see this spec doing 600k healing each second, which doesn't count barriers and Tank healing amplifications. You always have lot of time to fill with cooldowns or something else, which is "don't really matters" (c). I have no idea how you can lose 800k hp tank with this. Note that you have no-gcd healing cd which refreshes really fast (legendary Earthen Renewal). Also you have no-gcd Mending Response and Natural Conversion.

    <TO DEVELOPERS> I asking to get rid of Living Storm again, this ability doing too much for no effort. This promotes idiots to become gods, but this will not improve image of this game. It heals better than warriors Stand Tall, it actually heals all raid members with better rates if you have adds. This spec will still do 300k/sec if you completely disable Living Storm, but it will be at least fair.
    Last edited by ThreadSafe; 03-07-2021 at 07:25 PM.

  4. #4
    Telaran NecromancerLord's Avatar
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    I assume this guide is focused on level 70 players. I just returned to the game and haven't quite reached level 70 yet, so I don't have the eternal weapon yet. Also, I'm currently free to play, so I'm using the "beginner" build.

    In my case, the Nature's Fury was a large loss in healing, so I removed it from the spam macro. I'm guessing that with the eternal weapon Nature's Fury becomes much better?

    In addition, the living storm only seems to be a healing increase for me if there are multiple targets or if the enemy has enough health to last the full duration of the living storm. Otherwise, it is a healing loss too before 70.
    Last edited by NecromancerLord; 03-18-2021 at 02:28 PM.

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    Quote Originally Posted by NecromancerLord View Post
    ...
    Both is loss for you, wait for eternal, it will add fixed amount of healing for each healing tick from LGV. Living storm will become game changer with eternal if you have multiple enemies.
    Last edited by ThreadSafe; 03-18-2021 at 03:37 PM.

  6. #6
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    Quote Originally Posted by ThreadSafe View Post
    Both is loss for you, wait for eternal, it will add fixed amount of healing for each healing tick from LGV. Living storm will become game changer with eternal if you have multiple enemies.
    I reached level 70 and am up to the stage before the final stage of eternal. I agree that made a big difference with most of the guide, but Nature's Fury still seems like a hps loss to me, so I don't use it in the spam macro. I tested it on a combat dummy by watching my combat log, and it seems like nature's fury is not affected by eternal stacks.
    Last edited by NecromancerLord; 05-03-2021 at 09:08 AM.

  7. #7
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    Quote Originally Posted by NecromancerLord View Post
    I reached level 70 and am up to the stage before the final stage of eternal. I agree that made a big difference with most of the guide, but Nature's Fury still seems like a hps loss to me, so I don't use it in the spam macro. I tested it on a combat dummy by watching my combat log, and it seems like nature's fury is not affected by eternal stacks.
    Hey the versions presented are the result of past and present Chloro experience.

    The macro as it is is tailored around practical application, respecting the encounter you would want a Chloro at full potential / Chloro being a perefct choice. Which is Tarjula and Azranel.

    So the approach to Chloro is specialised around where it needs to perform at it's peak.

    Nature's Fury takes the eternal bonus and ticks heals at c.a 60k, It casts faster than hardcast Vile Spores, generates 7 more charge and relatively slowly jumps to additional enemies.
    This kind of stretched out healing is key to PoA healing. Remember you want to keep people allive, not farm overheals.
    The delayed impacts Fury can have on Tarjula Souls are a great bridge while using Cleansing Rush etc.
    Idealy you use things like that with a shift modifier etc but PoA Chloro already runs most of the heals off Corrosive Spores (and Living Storm). So while healing is as easy/ afk as never before, fury adds a tiny bit more dmg while Nature's Corrosion is ticking.

    Fury for PoA developed after solohealing Azranel as Chloro tank (54 Chloro, Living Storm and Biting Wind) where you also have the cleanse duty and want the healticks as thickly coated as possible. 2x 60k over 1.5 sec > 180k in one sec
    tldR: Your casts should not be the backbone of your PoA Pve Chloro healing so Nature's Fury is a luxury detail.

    ..And since you are less likely to run 5 different Chloro presets on the ready but rather quickly rebuild something, i found it easyer to have some fixed buttons that don't do wildly different things on minor sub variants.

    I like to use those kinds of macros not as ''spam buttons'' but rather as fallback buttons when it lags hard and you really lost track on wtf is going on. More macro=less control.
    Lot of personal preference.
    You will find yourself doing completely fine with Corrosive Spores+ Vile Spores spam already (courtesy of PoA). The rest is just adding consistency and relyability.


    Feel free to use Fury separate/ not at all if it goes against your style.


    //Main rason for the post was to give the superior alternatives to the formerly widespread 11 Harbinger ones. the macros as they are should be but a starting point since alot of healers prefer unique setups such as clickbox etc and will develop their individual style anyway while being enough to be picked up by any dps main inbetween 2 pulls and just ''work out of the box.''
    Last edited by Shas; 05-03-2021 at 12:07 PM.
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  8. #8
    Telaran NecromancerLord's Avatar
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    I see what you say. It is a differences in the interpretation of the word "comprehensive".

    My idea of comprehensive is a guide that applies to many different gear levels.

    Your idea of comprehensive is to list multiple specs, all focused on high gear levels.

  9. #9
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    Quote Originally Posted by NecromancerLord View Post
    I see what you say. It is a differences in the interpretation of the word "comprehensive".

    My idea of comprehensive is a guide that applies to many different gear levels.

    Your idea of comprehensive is to list multiple specs, all focused on high gear levels.
    Those versions are literaly all you need to bis out on the encounter available nowadays.

    Living Storm has already been used in NMT and before.

    Covering Lifebound Veil and it's linked Boon of Life details here doesn't make a whole lot of sence since it's 1) redundant in 70 2) perfectly covered in both og SL and NMT guides for any deep dive.

    There is always a balance between giving alot of very specific info (Like on inq) or keeping it easy to pickup and get going (Paragon)

    While Chloro being a main healing pick not only for Mage but Pve in general, picking it up easily and getting quick results is the main focus. Most people don't read more than 5% of the total text looking for something. They look for keywords, talent points and macros.
    Then once they feel comfortable getting more info on what does what i tried to give that option aswell.

    PoA healing is alot different from previous expansions. While back in nmt Uruluuk Hm or Lady Justice hm, you got 2 secs between massive aoe ticks to top people up, In PoA, a simple T1 boss can already tick multiple K's of damage within seconds.
    So there is no need for a fancy rotation or preserving hard direct heals but rather make a nice thick coat ot healing ticks for all eventualities. This naturaly makes 1-70 and 70 Chloro completely different topics and way too much text to be healthy, while some IA spam really dosn't require you to learn NMt meta Healing just to relearn it on 70 again.

    Fact is that i watched over a year of PB Chloros letting people die due to getting hung up on fancy rotation gimmics causing massive healing gaps and non of the many vocal Mage mains back in 2019 cared to give an update on Chloro, Arbiter or Harbinger so ''someone gotta do it''
    This once was a Mage-discussion post to have a quick link for people but nothing else happened (Literaly like the Linkchanter in Warrior discussion) so i cleaned it up a little while picking the name for the ''guide'' version from Skiye's Tank compendium- which also targets lvl 70 pve.

    Deew's stuff isn't bad- quite the contrary. But fact remains that it's not up to date (using pre Eternal examples and logic) and most people got stuck on the Harb version with elaborated results.

    I love to squeeze everything out of the available soulpoints and would love to see imopactful healing intervalls back- but in all seriousness, PoA pve healing is a joke (edit: once you figured it for yourself and would be ready for 'more') untill you actively seek for a challenge which however is unfair to risk your pug's time for when not communicating your personal ''hardmode'' first.

    --> Alot of Chloros and healers in general used to get themselves off on "cleanly executed rotations", playing ohps like a dps build. Power to them when they are bored but learning to blindly anticipate and predict when how much damage will hit who > a cleanly executed 'rotation' for +8% ohps and +5% dps. That can wait once the base healing job is stress proof. Reducing on healers > gimmicy spell zick zack.
    10/10 i pick the heal who got everyone's back over the heal who gets lost in gimmicy dot uptimes and isn't ready the exact second we need him the most.
    And that's what this "comprehensive (unintendet) Chloro 'guide' " is. A reality check on what matters.



    NF indeed is rather odd to have in a simple basic version as they are intended to be and i may remove it alltogether- good input.

    //Moved Fury out of all versions and rearranged the single spell descriptions ontop in priority order.
    Last edited by Shas; 05-03-2021 at 08:14 PM. Reason: //
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