Building a healing mage..
For PvE only i am trying to build the best possible healing build...
So far this build offers me all healing passives in CHloromancer and both direct target heals from the Necromancer.. These 2 direct target heals.(live shift and blood binding) could theoreticly help in group healing when DPS catches agro...
So what which way should i go from here? go for 44 Chloromancer for the **** hits the fan skill " Natural splendor" or is the 6 warlock sklill "Sacrifice Life:mana" for infinite mana a requirement for any healing build?
So what are your ideas on builds for creating that healing mage that gives those Clerics competition in 5 man healing...
Most people take the 5 on the first Chloro tier in Natural Awareness not Accelerated Growth. I can go either way on that one. In the end, you really want to have both fully trained.
Nature's Corrosion is another one of the difficult ones. You get a bit more healing out of your VS/Ruin because the DoT does seem to fire a 60% LGV heal on its first tick.... which works out as a 13.33% increase on VS/Ruin healing. You have to look at your play-style and decide - but VS and Ruin should be making up a core part of your rotation... so you might say its better than putting the 3 points into the first tier. If you're going on pure healing - where you might use Bloom/Flourish more heavily - then it might even be better to go for Circle of Life??
I like Nature's Corrosion myself... it's a good heal increase as long as the first DoT tick keeps healing - and it's good extra damage too.
From my experiences so far, I'd go for Destructive Growth over improving Soul Tether. The reduction on Soul Tether cool down has never really made a real difference to surivival in a group for me so far... but extra damage (and so extra healing) when using Wild Growth makes a much bigger difference for my money. I tend to use Wild Growth when things are getting a bit out of hand... so it's very useful that the extra damage for everybody helps to kill mobs quicker and helps me to heal everybody quicker.
I'd go for both in the end though.
I'd take another two points at least in Necro. The Looming Demise 5% damage reduction debuff is an obvious adjunct for a healer. 5% less damage incoming = 5% heal really.
You'd probably end up tossing up between Dom and Archon as 0 pt souls. Archon is probably OK once you've got the pillaging stone buff up and running and just need to fire it off from time to time to keep it topped up. Switch as necessary I guess.... and depending upon how easily you can keep your Pillaging Stone up.
So in the end, I reckon you get this Chloro/Necro healing build.
That said though... I've heard rumours that spell power doesn't affect the heal values on the Necro stuff. If they're fixed value heals that will never change, then they may well become irrelevant at higher levels. I tested them around the mid 20s and found them to definitely have a role to play - but if they don't scale and depending upon how much other stuff does scale... you may need to rethink Necro's added usefulness and reconsider Lock....?
Last edited by XtremElement; 02-07-2011 at 04:08 AM.
Thats probably the build i am aiming for... but things(the game) will certainly change before i reach max level... there is still some ballancing to be done...
Originally Posted by XtremElement
Is what also looks good to me.You miss the 2 heals from necro for 20% spell damage, instant cast procs and 5% crit
It will all depend on how the end game is and since we have no clue how hard it is we can only speculate.
But from what i heard from Epic lvl dungeons and up you are going to need 2 healers to complete a 5 man so there is a lot of room for error from a healers point of view.