[Rift] Chloroformed

Usually I play a healer (World of Warcraft priest) or healer utility (Lord of the Rings Online captain). With Rift I decided that I was going the ranged DPS role. I played around with a Pyromancer/Chloromancer build in beta, but I found that I really liked the Stormcaller soul for live. For soloability and excellent energy management, I added on a helping of Elementalist (pet included). A little late at level 3o, I finally decided to really start messing around with builds. I decided that since I love supporting, I was going to create a Chloromancer build for use in group content where a healer was needed.

I dutifully switched roles (saved Rift builds in game), dumped all my points in to Chloromancer with the excess in to Warlock, and stood back. My skill bars were just awash in green. It was easy to pare the few Warlock skills away, many of which were long term buffs, but I was just bombarded with way too much information. I felt like I had just been dumped in to a cockpit of an airplane, and then I was told “go.”

The other night my guild played around in Gloamwood, which I had outleveled. I decided that would be a good time to fool around with my Chloromancer build. I set up my bars as cleanly as I could separating heals and damaging skills, putting them in some sort of use/cooldown order, and pushing all the utility off to the side. I switched back to my familiar Stormcaller role within minutes. Clearly I could not handle a straight switch.

I definitely want a group friendly mage role built around Chloromancer, but I am not sure how to get there. One idea is to pretend I am leveling. Add a few skills, fight a few mobs, and when I feel comfortable with the rotation add a few more skills. The only problem with this is the “group friendly” part. Surely this would be the way to go for a more soloable role, but I am not sure it would help me in the group role. Although, knowing Chloromancer in its solo mode might be enough. The other way would be to read Chloromancer guides and rotations. I would focus on the skills and rotations emphasized and learn my way through the rest.

Guild Wars has a similar system, but builds only get 8 skills. Changing roles became one of extreme focus, and so maybe that’s it. If I narrow down my 20-30 Chloromancer skills to the 10 or less that I will need to group, perhaps that might work. I know for a solo DPS Stormcaller I rarely use of the cold-based Hypothermia skills. Why should I need all the Chloromancer skills provided? Still, I have to figure out which ones will be the best, and practice far outweighs vicariously playing through what others have written.

One thing I would love is a Rift version of Guild Wars the Zaishen Isle of the Nameless and other Zaishen areas. It’s basically a “safe” area to test out builds. Can I outdamage the Master of Healing or be able to perform with the Master of Energy Denial in my face? The true roles of Rift are known as they owe allegiance to the holy trinity. It would be great to have a test area to see how well a tank build will work, or how well a heal build will work without wasting four others’ time on wipes.

It’s very easy to grow with a build, but it is significantly harder to plop in to another at a later level. I am not really surprised at the latest Massively article when no one had a group role ready. Even with all the help that article provides, it doesn’t make the actual work to get another, wholly different role running any easier. It might be that I do just have to put some serious work in creating the Chloromancer build, but beyond dumping points, I am not sure how best to start.


35 thoughts on “[Rift] Chloroformed”

  1. Chloromancer is pretty sweet.

    I’ve actually really enjoyed having a Rogue with Saboteur. Attaching several bombs and then detonating them for big damage! :D

  2. I’ve got your soultion sir. RIFTS ;) Rifts are the perfect place to practice group support roles with almost no pressure. Just join a group that is rift busting and spam away. Most people in rift groups are dps so even if your healing poorly people will appreciate the healing.

  3. A “test area” with trainers would be fantastic. I’m surprised we don’t see more of that, actually.

  4. I’ll second the vote for using rift/event groups as a testbed – should be lots of opporknockity tuning with the River of Souls event over the next week.

    Also keep in mind that you can go Chloro/Ele (or Chloro/Necro) pretend your pet is your group tank, and start getting a handle on what works for you – Chloro, in my limited experience, is very much a tank healer, with everybody else getting topped up with the splash from Lifegiving Veil and Radiant Spores/Withering Vine.

  5. I’m sure this is not your problem, but it can be easy to forget to train up your abilities in your additional roles, especially if you don’t use them much.

    1. Actually it was probably 20% of the reason I gave up last night. I figured the healing output wasn’t that big of a deal, so low ranked skills were okay with high INT. Still 80% was just not knowing a good rotation or what worked.

      Good thing to remember though, thanks!

  6. I don’t want to come off as trollish (I might anyway)… but this post sounds an awful lot like “I want to have something that will tell me the perfect way to build my class”. Rift has Hundreds of options and combinations… when I played in Beta the amount of information and building was astronomical. However, this is exactly what I thought would happen… the builds become so complex that players want to use guides/build websites to make them to save time and energy, the “perfect” builds are found, and then if you decide to raid, you aren’t taken seriously and are nOOb’d until you get one of these specific builds. Even with hundreds, if not thousands, of combinations… it becomes an illusion of choice, and will devolve into only a few choices. Sad, really.

    But from what I know playing Rift in beta… for now, the best option to test your character are rifts themselves. Their only issue is they won’t last long enough to give you good results.

    1. Not really. I just want to know what works. Like do you always get the core skills first? I know as a Stormcaller at level 30+, I rarely use my initial skills. It’d be nice if like I said, things narrowed down. Give me 5-10 skills I need to focus on and get used to, and I can figure out the rest. If I am not even sure of those… that’s when I get stuck.

      Guild Wars, sadly, also has this Illusion of Choice… it’s made clear on PvX Wiki.

      1. Oh yeah, Guild Wars is one of the worst culprits of illusion. To Guild Wars credit, though, when they see a particular build taking over and becoming the de facto standard, they whip out the nerf-hammer and bring it down a few notches to not make it such a great choice. (in my mind, I just pictured that as a odd game of whack-a-mole) So they are at least aware of it.

        I agree, too… Rift’s skills quickly got overwhelming. The classes themselves, though different, didn’t have that great “THIS is what makes this class special” moment. So did they make the amount of skills so robust to stave off the illusion? If you have a ridiculous amount of them, then when one starts being preferred, just bring down the nerf, and plenty of other builds are capable of rising. Its like GW, then, but on a much bigger whack-a-mole field…

    2. It’s not an illusion of choice for players who like to grapple with and optimize complex systems. It’s only an illusion of choice for for those players who prefer elegant and simple systems.

      BUT, how is this not still a net positive?

      Those players that prefer simple and elegant systems have just as much choice as they did before. Instead of choosing from the limited build options available to them in-game, they choose from the limited build options available to them from out-of-game forums.

      On the other hand those players that enjoy the theorycrafting process, or just like experimenting with stuff, on the other hand, have an unprecedented playground in which to let loose. It’s glorious.

      1. “It’s not an illusion of choice for players who like to grapple with and optimize complex systems. It’s only an illusion of choice for for those players who prefer elegant and simple systems.”

        Oh this is glorious. *two battery nuggets up!*

        I was just thinking that, that GW and PvX giving the ‘illusion’ of choice is totally untrue.

        For those of us who love to tinker, the tinkering is always there. Especially with the regular skill changes, those things change builds. For those who don’t want to explore tinkering, go to PvX and pick what they like to wear on their bars best. Note that I didn’t say pick the best bars. ;)

        *nuggetty cheers*

  7. I had the same experience when I tried to make a group “healer” role for my cleric. I was overwhelmed by the amount of abilities. Even if I had the toolbar sorted, there is a learning curve with a new role and I just wasn’t “ready for prime time.”

    Another problem: I’m totally in love with my primary role but who could argue against having a backup “group” role ready to go?

    This is the kind of problem I want to have in an MMO, however, hehe, too many choices!

  8. My mage is storm/pyro/chloro. I don’t have a lot in the chloro line, but enough so I can get myself some heals and some indirect group heals when events are going on.

    I haven’t experimented with too many other “roles” either, but I’m terrified I will make the “wrong” choices and waste yet another of the 4 I get. I don’t think you can change the souls once you pick them, only the distribution of points.

    1. You can change the souls. Go to a class/calling trainer, choose “reset my souls”. It will reset the souls of your active spec. (Your inactive specs remain untouched.)

      Once the points are reset, you can click the icon of the soul itself to choose a new one.

      1. Ah… thanks. I didn’t know I could reset souls at that point. I tried with a new role to change one I had picked just to view trees and for some reason I couldn’t, so I freaked and quit trying! LOL

  9. For some reason my Chloromancer post didn’t “take”… I’ll try again, but write less this time.

    Chloromancer was hard for me to get used to. The part that I needed to grasp is that Chloromancer healing is a side effect of doing damage. Once I got that, things began to get simpler.

    1. Cast “Lifegiving Veil” on yourself.
    2. Cast “Synthesis” on the tank.
    3. Cast Life-based damaging spells, and you will splash heals onto anyone near you, with extra splash on the Synthesis target.
    4. You have a few direct-heal spells, but they mostly have cooldowns, to force you to go back to your damage spells.

      1. My main two: Ruin and Vile Spores. I have them in a macro, cast Ruin if it’s up otherwise cast Vile Spores.
        Nature’s Fury is handy if you’re facing a large group.

        I try to keep the Withering Vine damage-over-time spell applied, which helps with splash heals.
        I try to keep the Radiant Spores effect applied, which helps with splash heals.
        I use Living Shell for mana.
        I use Bloom or Flourish when I need extra healing.

        1. Brilliant! Seriously small succinct guides like these would make going through the plethora of souls and builds a lot easier.

          1. My main 2 are Vile Spores and Nature’s Touch. Ruin is definitely a part of the rotation, but Nature’s touch is a bigger heal for the tank — It double heals your Synthesis target, as well as the actual LGV procs for the group.

            Radiant Spores lasts 15 seconds, and Ruin has a 15s cooldown so I cast the 2 of them together in most cases. Other than that the rotation is generally “Nature’s touch -> Vile Spores -> Whatever -> Nature’s Touch -> Vile Spores -> Whatever”

            That “Whatever” can be Withering Vines, Bloom, Flourish, Sacrifice Life: Mana, Living Shell, another Vile Spores . . .whatever you want, really. When that 15s are up, “Whatever” becomes “Ruin + Radiant Spores” but that’s about the only switching up needed.

            1. I’ve been healing in a duo as a Chloromancer from level 10 to currently level 46. I’ve main-healed once in a dungeon group and done a lot of Rift and Warfront healing. I also played a chloro build for the last three betas.

              The skill set did take a bit of getting used to, but as many people commented in Beta, if you played a Bloodmage in Vanguard it will all seem very familiar. Maintaining conitinuous damage to maintain a steady output of healing is the key, although you get a good selection of direct heals to back it up.

              I don’t use the keyboard for anything much more than movement and typing, so all my healing is done by mouse-clicking hotbars. I currently have 6 hotbars up, but only three of those are combat-related. I group my damage spells at the bottom, my heals above to the left and center, my cures to the right. The third hotbar up is utilities, mana refresh and some Dominator stuff.

              I try to avoid rotations in any MMO. I try to play through my character and anticipate or react accordingly. To me , that’s the main point of playing. Once it becomes more about efficiency than about being in the moment it’s time to find something else to do.

              That said, of course I end up using a subset of abilities in approximately the same order for a majority of fights. Lifegiving Veil is always on, obviously, and Synthesis is on the tank. I usually target the mob and heal with “target of target”.

              I keep Radiant Spores up all the time. I don’t time it to when it wears off, I just recast it when the icon refreshes. I also keep Withered Vines up at all times. (I’m not sure if the effect stacks if you have it on multiple mobs simultaneously – I keep meaning to test this but never get round to it – anyone know?).

              I use Ruin as and when it’s available. I rarely use Vile Spores. I love all the spells that have the visual effect of a spell “rope” between caster and target, so I use Stream of Reclamation whenever I can. Other than that I jsut throw in any instant-cast damage spell that happens to be up, regardless of whether it’s Life damage or not.

              As and when necessary I top off with Bloom or Flourish. I try not to use them if I don’t have to, because I like to have them ready if something untoward happens. When things start to get more challenging, with adds or a particularly nasty opponent, I run up close to where the trouble is and hit Wild Growth.

              My bankers, the two spells I hold back for real emergencies, are Essence Surge and especially Natural Splendor. If I’m casting Natural Splendor then things are really bad!

              I have rarely had the slightest issue with power or charge. Usually I have more than enough and I never drink potions. If I notice it getting a bit low I pop Living Shell, but I also have Mana Wrench from the Dominator tree and between those two I can go from 50% power to full in just a few seconds.

              A lot of the way I heal comes from years of playing a Cleric in EQ1. I don’t cast heals if I don’t *have* to cast them and my primary concern is always having enough healing in reserve to deal with something unexpected happening. The chloro has a wide range of healing options and a good number of “get out of jail free” cards.

              I’d highly recommend pairing Cloro with Dominator. The instant cast, extended duration “Transmogrify” is absolutely invaluable. Nothing reduces stress on a healer better than being able to instantly remove one of the enemy form combat. Priest’s Lament and Accelerated Decay can also significantly reduce your need to heal by reducing damage dealt to your party by the enemy. Mana Wrench I already mentioned, and there’s also the ever-useful Memory Wipe to get agro off you and back where it belongs, on someone else!

              Hope that helps – not sure it’s an efficient way to play a Chloro, but in a duo it has consistently allowed us to adventure in areas about four levels above us and survive fights with half a dozen or more opponents 1 – 4 levels higher than we are. And it’s fun, which is the most important thing.

          2. There is actually quite a good writeup in the rift forums on chloro healing. The strangest thing to get used to is the guy’s main quote “my dps is my healing”. Since chloro really only has like 2 direct heals and a 2 min CD aoe hot (I think that uses charge) your dps plays a huge factor in your healing ability because of the splash healing. This is why warlock pairs well with chloro sacrifice life:mana gives you infinite mana given that most of your spells will have splash healing around to heal you. There are also several damage boosters in the tree as well as opportunity, which is awesome for using nature’s fury with (excellent to use while solo).

            Ah found that guide for you: http://forums.riftgame.com/showthread.php?101370-Basic-Easy-Chloro-Healing-Guide-v.-2.0

      2. You want to open the fight with ruin and radiant spores (the 15s timer on radiant spores is dead on with the cooldown on the ruin instant, making it easy if you need to refresh mid-fight) then, use nature’s touch on cooldown, filling in with Vile spore spam. If you’ve got lifegiving veil up, and synthesis on, you probably won’t need to actually press a heal button – think of those as more like ‘oh sh*t’ buttons, since they generally have a minimum 30s cooldown

  10. There are training dummies by the PvP area in the capital (for Guardians, not sure about Defiant). You can test stuff on them, and they have various flavors (raid, normal, elite, etc). Works very well, and with the super-cheap cost of soul resets, you can quickly and easily figure out what works fairly well.

    Then as has been suggested, hit up some rifts and see how you do, as the pressure to perform is pretty low yet you will still get to experience group-based content. That, or queue up for a warfront and see how you do. Not a 1-to-1 comparison for PvE content, but still a good way to get familiar with a role.

    1. There are dummies on the Defiant side as well. There is even one at half health so you can practice healing. Not sure how well it would work with Chloromancer though, since as was said above, healing is more of a splash effect from damage done.

  11. That is the problem with Rift and having so many options. Change roles and you can be playing a totally different class. I respecced my experimental Role on my Warrior to Voidknight/Warlord/Riftblade, totally different than anything I had played. Then I looked at my hotbar and all the new icons. Think I just might hit up the dummies and learn a bit before giving him a try against actual mobs. Even changing between the roles I have leveled with there is a few minutes of adjustment needed.

  12. Rav, I totally get where you’re coming from with the sheer overwhelming-ness of the various souls and all their abilites. I started playing Rift yesterday after a brief 2-day stint in the last beta and I rolled a cleric. I muddled through to 15 with a very experimental Inq/Pur/Warden spec as ranged dps and then got to a point where I could afford to start playing with roles and got myself a second Pur/Sent/Ward role for healing. I jumped into a Black Garden warfront (my primary testing ground for new heal specs in WoW was always AV) and ouch did that hurt. Too many buttons and not enough time to really test them out before being focussed by the enemy to even work out what the new abilities did.

    I’d go with the rifts suggestion for getting used to your Chloro spec; as someone commented earlier, no one really gives a fanny what people are doing in rifts as long as it gets sealed at the end and people get their shinies.

    Now, any tips for actually getting the confidence to answer a “LF healer IT” shout in general chat would be nice :P

  13. Hi, I rarely comment on blogs, but this is something I was thinking of writing something up on since I’ve had a similar problem (playing two classes means LOTS of role confusion!).

    There are a couple of things that help when I am trying out a new role (and I’m only level 30-ish, I can only imagine how hellish it would be at max level). They’re mostly ways to stop myself from feeling overwhelmed!

    Firstly, I have keybindings set up that are common for all my roles for similar abilities. Emergency spells/abilities have the same keybinding although they may be very different in functionality (ie instant heal or a shield type ability).

    Then I build up my tree slowly, like you would if you only had 10 points instead of 40. Put in a couple of tree points, train up the ability, go into a warfront (because I don’t have to leave the trainer to do it) or run just outside town, make sure I know what the abilities do, then rinse and repeat. Move abilities around as you find out better times to use them, but essentially you learn from the ground up rather than trying to start with EVERYTHING.

    It’s my own method of the ‘training ground’ I guess. When you pick up a new role, you will inevitably look like a noob who doesn’t know how to play – I ignore other people in warfronts when I’m “training” because of that, since I’m not there to win or lose but just to learn my chosen classes.

    By the way, the keybindings help me a lot because my muscle memory is quicker than my visual memory!

    1. Phee has a good point about the keybindings. I played all 4 healing classes in WoW over the 5 years I was playing, and I kept my keybindings (and Clique/Vuhdo mousebindings) very similar. For example my Wild Growth on my druid would have the some binding as my Circle of Healing on my priest. These days if I played WoW I’d have the short emergency heal/long efficient heal/long big heal all bound to the same keys/mouseclicks, regardless of class. Muscle memory ftw :)

  14. A helpful way to unclutter your skill bars is to use the inbuilt macro tools. Just google ‘rift macros’ for a site which can show you how. I am a complete MMO noob so even I could figure it out!

    I was able to reduce my Chloro dps cooldown rotation (radiant spores, ruin, vile spores, natures touch) to one button so that it will cast whichever skill is not on cooldown.

    Levelling was a tad slow so I added in a dash of pyro for the early nukes and Warlock for the all the good dot buffs, mana returns and ‘opportunity’ procs (negates cats time on next spell).

    After hitting 40, I’m moving in the opposite direction and thinking of a an ele, stormcaller just to spice it up.

  15. Yeah a good way to get used to Chloro is to do Black Garden (WF). Hopefully your team picks up the fang, Synthesis your FC, then spam Nature’s whatnot (talent/ability after Synthesis) followed by Vile Spores with Ruin taggin along, then back to Nature’s whatnot.

    Then use your flourish and bloom spells accordingly to fill in where need be. With the new changes I’d recommend spamming Withering Vines a bit due to it kind of double healing, life dmg dot (lifegiving veil heals) and ae heals around the person you dotted, plus they just buffed the dmg (I used this spell a decent amount before the changes, would’ve recommended it then at times, so now I especially recommend it). Withering Vines imo is more of a, no ones really getting hurt but dmg could be coming soon so let me get these 5 hots up on those 5 bad guys.

    Synthesis is a must pretty much.

    May want to look into Archon as a final 0 point soul, I’m a big fan of the bolt that does like -35 to their major stats and gives you a +6 to those same stats, up to a 5 stack.

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