Little unsure about all these changes.
All they had to do to make 51 chloro interesting was give void life and nature's splendor 30-45 second cooldowns, and perhaps a better form of mana generation.
Not this whole 'wtf still in beta???' overhaul.
Little unsure about all these changes.
All they had to do to make 51 chloro interesting was give void life and nature's splendor 30-45 second cooldowns, and perhaps a better form of mana generation.
Not this whole 'wtf still in beta???' overhaul.
nevermind ^^ i take it back! :P I didn't see they had reduced valor too. well then the changes are really kwl for chloro! this makes dmg to heal conversions much more key to the playstyle, which is how it should be imo
(don't look at me like that <.< I'm allowed to be fickle before it hits live!)
Last edited by Inixia; 06-10-2011 at 07:44 PM.
So if I understand correctly we now must choose between main tank healing and group healing, switching it up as the situation calls for it rather than providing splash group heals in addition to main tank heals?
Also, our main tank heals are being reduced?
Not too sure I am inclined to care for those changes with the new 51 point bonuses we are given. Trion is starting to make me very cynical about their desire to ensure mage players are content.
That has never worked. You can synth another chloro but it doesn't do anything because you can't get healed from someone elses LGV if you have LGV up.
These changes look interesting. It will be good to see how much in real numbers the heals of 51 chloro compare to chlorolock. Damage will be reduced obviously, but Void life etc are fun.
It will help chloro in PvP but it's still not enough to bring them anywhere near clerics due to the lack of self healing and defensive tools. They should make Wild Growth instant cast, that would make a noticable difference.
I like it as it really helps us in PvP. We suck at healing in PvP, but the changes make it somewhat easier. In PvE we are mainly tank healers with a little group healing tossed in, that pretty much sticks to the same as it was. I'll just be glad to finally be able to, maybe, go full heals in PvP since I don't have to rely on Synthesis.
TBH, I'm not sure I like the idea of forcing players to go 51 deep into a soul for the soul to be truly effective, and this is a fairly serious problem with mage builds.
I'm logging on to test, but from what it looks like, I am not amused...
Last patch they said they wanted 51p builds to be more useful, this seems to be what they want to do to make that happen. Can you heal ok with hybrid builds still? Sure. Is a 51p Chloro actually worth using finally? Yeps. Hopefully they work some of the talent kinks out, will only happen if people on the PTS actually report them, and eventually make another 51p soul worth using.
no its rogues.
the chloro/lock pvp build was becomming very popular. I rerolled from a justicar/inquisitor after the rogues got that nerfed to chloro lock. I have been abusing rogues in warfronts... in fact at times I can tank 2 rogues... only unlike my justicar i could actuallY KILL people.
I pretty much will have to see the changes, because right now I play my chlorolock to kill people and just view the healing as a side thing... i dont actually TRY to heal anyone.
if they change it so that I have NO WAY of dealing damage as a chloro I will no longer use my chloro soul.
We actually need more 51 pt viable builds, not less. Right now it's just archon and chloro.
Wrong sir. It is really:
We actually need more 51 pt COMPARABLE for viable builds. 51 should not be forced and it is. Forced 51 point builds = less cool synergy, less showy example of the soul system by promoting builds to be less original by going solo one tree for the most part.The answer to chloros lack of options was not "make 51 a forced choice" it was "make other options equal to Chlorolock"
the PTS exists for a reason people. Go on, give your feedback, and help make RIFT a better game.
All the world will be your enemy, Prince of a Thousand enemies. And when they catch you, they will kill you. But first they must catch you; digger, listener, runner, Prince with the swift warning. Be cunning, and full of tricks, and your people will never be destroyed.
We never had much synergy to begin with; at the same time had almost no deep builds available.
Given the nature of mage damage being so spell school specific (and pet specific for certain souls) I've abandoned the holy grail of cross tree synergy. It's always going to be fairly limited. And the two trees that lend themselves to extensive hybridization (namely, ele and lock) are very weak standalone trees.
However, it is possible for us to get more souls into play by making them viable with deep investments.
Last edited by Flaviusx; 06-11-2011 at 02:06 AM.
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