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Thread: The Main Healer Chloromancer/Warlock/x

  1. #16
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    Quote Originally Posted by Tadzio View Post
    Archon is an interesting alternative to warlock. However I don't find keeping up 5 minute buffs very appealing. Especially when you're already busy healing.
    Right but if you look at the archon tree it lowers the cost of all your spells and increases your healing the more archon buffs you have active. Plus i still have the life sacrifice from lock in case there are mana issues

  2. #17
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    interesting approach, but I'd prefer a passive like the warlocks 'Opportunity' where I get free **** =)

  3. #18
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    Quote Originally Posted by Neferonia View Post
    Right but if you look at the archon tree it lowers the cost of all your spells and increases your healing the more archon buffs you have active. Plus i still have the life sacrifice from lock in case there are mana issues
    There aren't any issues with mana when you have the sac:mana. You can get your mana back in a few globals and then bloom yourself back up for little mana. Using that makes all mana efficiency talents seem less worthy.

    I'm a little confused on how much bonus healing you will have from Archon. Will it beat out 20% bonus damage from the warlock?
    Last edited by Tadzio; 01-29-2011 at 05:40 PM.

  4. #19
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    Quote Originally Posted by Tadzio View Post
    There aren't any issues with mana when you have the sac:mana. You can get your mana back in a few globals and then bloom yourself back up for little mana. Using that makes all mana efficiency talents seem less worthy.

    I'm a little confused on how much bonus healing you will have from Archon. Will it beat out 20% bonus damage from the warlock?
    wish i knew tadzio i will be testing this build in beta 6 when it starts so i will let you know

  5. #20
    Prophet of Telara
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    Wild Growth alone isn't worth worrying about Charge so much that you need Magical Affinity from Warlock, and really, since the level cap last beta was only 30, you couldn't have seen whether even Natural Splendor would have made it desireable....

    ...The only synergy in Warlock that I see for Chloromancer would be Opportunity and Potency
    Are you forgetting Entropic Veil - 19% damage increase, consumes charge when active. It's an absolute staple in my Chloro play and it's up 25% more of the time because of the Warlock's Magical Affinity buff. Extra damage = extra heals. It's the Chloro mantra:
    Your damage is your heal.... Your damage is your heal....
    The Warlock tree is an excellent fit for Chloro. Just about no points need to be wasted at all. Every point spent gives a useful return for the Chloro:
    15% Mana from Sacrifice: Mana
    25% Charge Regain,
    5% Crit Increase,
    20% Damage Increase,
    another 10% damage increase from Sacrifice: Damage,
    15% DoT improvement,
    HP increase,
    Early reactive armour,
    later reactive armour that heals the mage per hit,
    Endurance Buffs for Ally,
    Endurance Buffs for Raid,
    AoE that heals the mage 100% of dmg...

    ... even the fear can be useful for shedding aggro from a mob for a few seconds till the tank gets it in hand again.
    You could even make an argument for going for Neddra's Essence for those moments when you do pull aggro in an instance and just need to concentrate on healing the group and not worry about yourself.

    How anybody could say that there's little synergy between warlock and chloro defeats me entirely.

    X
    Last edited by XtremElement; 01-29-2011 at 05:57 PM.

  6. #21
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    The number one reason for me to like this game is the apparent viability of builds. Hopefully there won't be so many cookie-cutter builds, and the performance in groups, raids or even PvP is more depending on user skill than purely how your character is specced.

    Anyway, I noticed that Archon hasn't been mentioned yet. I used that as a sub to my chloromancer up till level 29 this b5. The end results will depend on which abilities stack with other buffs etc (let's hope most buffs stack with pretty much everything) - but looking through the archon talents, a natural way to fit them into a group or raid would be as a sub to the healer, not a damage dealer. It offers lots of buffs to the group, some great additions to healing, and last but not least, a couple of great mana-regen abilities.

    Granted, if you need those huge single target heals to keep the tank alive, archon might not be the best sub (although, a well timed shield will augment that in many situations). But for pure value-to-the-group, it seems like a good deal.

    The downside of course, is the massive dependence on buffs (mostly self-buffs) which rely on you using damage spells not of the life-school, and the short duration of auras. It also appears to be, if I may say so, a 'harder' build to play successfully due to these very reasons.

    Personally, I enjoy a challenge, and will probably go this route when the game goes live. It's damn hectic at times, even at low levels without all the abilities available.

    Here's what I was thinking: http://rift.zam.com/en/stc.html?t=0z...oo..hMesRbbokr
    Variations, I'm sure, will occur as I level up and get experience with all the abilities.


    As a side note, one of the biggest problems I see with the chloromancer is the massive dependence on damaging spells for healing. Personally, the hardest times for me were encounters where, like, mobs die too fast to get healing spells off, or mobs swapping immunities/vanishing, etc. Bloom and Flourish just doesn't cut it when tank is taking hits @ a third of his life. Any tips on how to deal with situations like those?

  7. #22
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    I'm a little confused on how much bonus healing you will have from Archon. Will it beat out 20% bonus damage from the warlock?
    Archon Healing Bonus is from Lava Field.

    Lava Field is an AoE DoT - ground targeted I believe. Any ally in the field gets a stack of 5 buffs, which increase the next heal by 1% each (3% each if you spec it high in the tree). Each incoming heal removes a stack of the buff. It has a cool-down of 1 minute. There are difficulties with this:

    If no heals come in as the stacks are forming - then you get up to a max of 15% heal buff on the first heal after that... but only 12% on the next heal, 9% on the next etc as the stacked buffs are consumed. You can't refresh them because of the cool-down on Lava Field.

    But more importantly perhaps... chloro healing is massively frequent. You're getting little heals from Radiant Spores, heals from Lifegiving Veil, Big heals from Bloom/Flourish/Wild Growth etc etc... Any class in the field that uses DoTs at all will wear through the stack on small heals really quickly... and even as Lava Field is running for 6 seconds, quite a few of the stack are likely to disappear before they build up.

    The Warlock's base 20% damage increase from passives, equates to 16% heal increase through Lifegiving Veil - and it's there all the time. So that alone is better. You can also use Sacrifice Life: Damage for another 10% damage for 15 seconds. Warlock charge regain buff lets you keep the 19% Entropic Veil damage increase up for longer. The 5% Crit increase also increases your healing.

    Having said all of that... Archons get a bunch of other stuff that works as an adjunct to the Chloro healing. They get a 10% damage increaser too, which also debuffs 10% of the target's damage - so less incoming damage and more healing. They get cast/melee speed debuffs to reduce speed of incoming damage - which at the same time act as a haste on the mage, so you're casting your stuff faster. They get group/raid AC buffs to reduce incoming damage still further. Perhaps most importantly, they get an absorb shield - or ward - which can be used on an ally.

    So while Warlock is probably a more pure enhancement of the Chloro stuff - the Archon is probably every bit as good overall at increasing survivability. They'd be slightly different playstyles, as the Archon build will want to debuff more and use auras more... whereas the Warlock build will play more like a straight Chloro.

    X
    Last edited by XtremElement; 01-29-2011 at 06:25 PM.

  8. #23
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    Essence Surge is a trap and a waste of soul point lol. An instant 100% heal is nice but 50 % less dmg = 50% less healing for 12s!
    So far I'm loving my chloromancer... is possible to solo rift elites with my lesser earth elemental tanking 2 mobs also I can outheal any cleric healing spec in pve instances lol (and I have a lvl 27 cleric lol ). I love the idea that our heals scale with our dmg and with 25% more intelligence +10 % critical rate (elementalist/warlock) probably we will keep doing an amazing job in instances.

  9. #24
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    I don't see it in a lot of chloro builds but i personally like Nature's Corrosion. It adds a nice little extra heal to Vile Spore which i think adds up quite quick since we spam it a lot.

    This is something i might try

    http://rift.zam.com/en/stc.html?t=0z...oo.Vx0x.xx0V0m

    Get Crit and Bonus to crit dmg out of ele and go for Crit in warlock however i dont like spending that many points in it just for 4% crit so that's something i would prolly change.
    Last edited by xineo; 01-29-2011 at 06:55 PM.

  10. #25
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    Quote Originally Posted by xineo View Post
    I don't see it in a lot of chloro builds but i personally like Nature's Corrosion. It adds a nice little extra heal to Vile Spore which i think adds up quite quick since we spam it a lot.

    This is something i might try

    http://rift.zam.com/en/stc.html?t=0z...oo.Vx0x.xx0V0m

    Get Crit and Bonus to crit dmg out of ele and go for Crit in warlock however i dont like spending that many points in it just for 4% crit so that's something i would prolly change.
    Nature's corrosion seemed a little weak. 100% of the damage of vile spores is like ~200 healing at my current level (27) over 6 seconds. If you're spamming vile spores i highly doubt that the healing stacks, so you're wasting some of your heal every new cast of vile spores with nature's corrosion already on.
    Last edited by Tadzio; 01-30-2011 at 02:26 AM.

  11. #26
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    I'm a little confused on how much bonus healing you will have from Archon. Will it beat out 20% bonus damage from the warlock?
    Quote Originally Posted by XtremElement View Post
    Archon Healing Bonus is from Lava Field.

    Lava Field is an AoE DoT - ground targeted I believe. Any ally in the field gets a stack of 5 buffs, which increase the next heal by 1% each (3% each if you spec it high in the tree). Each incoming heal removes a stack of the buff. It has a cool-down of 1 minute. There are difficulties with this:

    The Warlock's base 20% damage increase from passives, equates to 16% heal increase through Lifegiving Veil - and it's there all the time. So that alone is better. You can also use Sacrifice Life: Damage for another 10% damage for 15 seconds. Warlock charge regain buff lets you keep the 19% Entropic Veil damage increase up for longer. The 5% Crit increase also increases your healing.
    Wrong, Archon healing bonus is from Power in Numbers which with 26 points in Archon amounts to a 16% increase in damage AND healing, 18% haste, -16% mana cost reduction from power/speed/altruism. 32 points in archon = 20% damage/healing 10% haste -20% mana cost reduction and 10% team haste.

    Edit: lava field is actually terrible. needs cooldown removal, it definitely isn't good enough for a 1.5m cd let alone a 15s one.
    Last edited by Stimuz; 01-30-2011 at 02:34 AM.

  12. #27
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    Quote Originally Posted by Tadzio View Post
    Nature's corrosion seemed a little weak. 100% of the damage of vile spores is like ~200 healing at my current level (27) over 6 seconds. If you're spamming vile spores i highly doubt that the healing stacks, so you're wasting some of your heal every new cast of vile spores with nature's corrosion already on.
    It ticks once even if you're doing nothing but chaining vile spores on one target which is about equivilant to a 33% damage buff to your vile spores. When you're applying vile spores to multiple targets, using natures touch ect it becomes a lot more significant.

  13. #28
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    this is what im looking at for 50 http://rift.zam.com/en/stc.html?t=0z...uqVcoRR.xxo.Vt

    this is what I was playing with on beta at 30 http://rift.zam.com/en/stc.html?t=0zRvs.VdIua0coR.xLo

    successfully kept up groups and the tank with a mostly vile spore - nature's touch rotation, and keeping up radiant spores. Flourish is pretty much the o**** group heal but rarely needed.

    getting up high enough in warlock for 10% spell damage doesnt seem worth it to me, you can spend 10 points in dominator which gives you a threat drop and a sheep, in addition to 10% more intellect. I am fairly mixed on Opportunity in the warlock tree, it could be good in certain moments, but more often than not it seemed to just mess up my healing/dps rotation.

    archon seems more suited to an offhealer chloro spec, you likely cant afford to be casting all of the necessary archon damage spells/buffs if you were MT healing. I will definitely give archon a try next beta though

    this http://rift.zam.com/en/stc.html?t=0z...oRo.hMxsMfco0r could be a viable archon build that likely wouldnt need lifetap at all, and has the option of innervating other healers. I think this depends on how easy it is to keep up the 5ish archon buffs for all of the bonuses.
    Last edited by Raistlyn; 01-30-2011 at 02:48 AM.

  14. #29
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    Quote Originally Posted by Stimuz View Post
    Wrong, Archon healing bonus is from Power in Numbers which with 26 points in Archon amounts to a 16% increase in damage AND healing, 18% haste, -16% mana cost reduction from power/speed/altruism. 32 points in archon = 20% damage/healing 10% haste -20% mana cost reduction and 10% team haste.

    Edit: lava field is actually terrible. needs cooldown removal, it definitely isn't good enough for a 1.5m cd let alone a 15s one.
    whoa whoa is this true? The whole archon tree is so confusing to me. Maybe I'll just have to try it out to figure it out.

  15. #30
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    Quote Originally Posted by Tadzio View Post
    whoa whoa is this true? The whole archon tree is so confusing to me. Maybe I'll just have to try it out to figure it out.
    http://rift.zam.com/en/stc.html?t=0z...0o.hMesMf0okrz

    Don't know if break free works in PvE, but if it does there would be no better 3rd soul for a spec like this.

    I see it as being possibly the best PvE chloro build possible atm. The biggest alternative I can see is a warlock build with opportunity for some potential burst healing, but overall you have it all, a 2m CD mana restoration ability that you'll never have to use on yourself due to exhilaration and 30% mana cost reduction that you can toss on your tank healers on CD if needed. Extremely good archon buffs, in fact the most important ones. The unfortunate part atm is that archon buffs are removed from the archon if another buff of the same type is active. This means 2 things- 1 pure archons will get priority, 2 bards and archons will not mesh well in the same raids. This needs fixing first before I even consider playing mage at release.
    Last edited by Stimuz; 01-30-2011 at 03:14 AM.

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