World of Warcraft – Rift – MMO

Chloromancer Healing Guide


Chloromancer Healing guide: Updated for patch 1.6



 

The Build | Buffs | Stat Priority | Rotation| Healing | Notes | Credit


Patch 1.3 brings serious changes to the Cholormancer experience. Dramatic nerfs and new toys create a new approach that takes a bit of time to get used to. While still very strong and capable healers, Chloromancer healers can now divide their time between single target and group heals. A talented Chloromancer will be able to shift between the two on the fly.

The Build:

Below is the build I am currently using. It is a 51 point Chlormancer, 15 point Warlock and 0 point Dominator. Changes in patch 1.3 practically force spending 51 point in Chloromancer to compete on a level that is somewhat comparable to 1.2. I don’t like it but then again no one asked me. If you want to be considered a serious Chloromancer, spend the points. Once again the choice of your third zero point soul is entirely YOUR choice. I choose dominator for transmorgrify.

Primary Chloromancer – Secondary Warlock – Minor Dominator

Build Benefits:

Remembering that the healing effects from Chloromancer are in direct relation to damage, I looked for a secondary tree that offered baseline ability increases that are not soul dependant. I wanted to avoid spending points that were dependent on spells from the secondary soul. The Warlock soul offered solid choices. By combining Chloromancer and Warlock souls the following was realized:

  • 25% Additional Rate of Charge generation
  • 10% Chance at generating an instant cast
  • 10% Health increase

Group Benefits/Buffs:

Lifegiving Veil: Self buff that dramatically increases raid healing. Your Synthesis target receives no major benefit from LGV. Use this veil when raid healing.

Lifebound Veil: Self buff that dramatically increases single-target healing on the ally affected by Synthesis. This is your single target healing veil.

Synthesis: Single target buff that increases the amount of healing through Lifebound Veil by 160%. This buff needs to be on the tank when tank healing. **NOTE** When you cast Synthesis on your tank, you automatically cast Lifebound Veil on yourself.

Living Infusion: Passive – Under the effects of LGV grants 0.5% additional healing for every point above 31 in the Chloromancer tree.  Under the effects of LBV grants 1.5% for each point over 31 in the Chloromancer tree,

Nature’s Cleansing: Removes 1 disease, poison or curse – single target.

Wild Abandon: Removes root and snare effects and grants 8 seconds of immunity – single target.

Seed of Life: Normal resurrection spell.

Soul Tether: Combat resurrection – 4 minute cooldown.

Item/Gear Stat Priority:

While Chloromancers are healers, we do not stack stats like other healers. Chloromancer healing is dependant on damage; therefore we stack stats similar to other casters.

Focus > Intelligence > Wisdom > Spell Crit

Focus is our most important stat. Any DPS spell that misses the boss equates to a missed heal as well.

Rule of thumb: T1 content = 50 Focus | T2 content = 100 Focus | Current raids 200 Focus. This is a general suggestion, it is not written in stone.

Damage Dealing Spell Priority & Debuffs:

Nature’s Touch: Slow cast with cooldown. This is your primary damage dealing spell with a secondary mechanic of healing for 100% of its damage. Cast this every time it is off cooldown.

Vile Spores: Slow cast with cooldown. This is your standard damage dealing spell. This ability should be the other half of your rotation. NT and VS are the spells you will be spamming.

Here is the macro I currently use to spam NT and VS:
#show Nature’s Touch
suppressmacrofailures
cast Nature’s Touch
cast Vile Spores

Ruin: Instant cast with cooldown. Use this instant dps cast on a baddie when you need a slight bump in healing. The nerf really hurt this spell making its use situational at best but it is still one of our tools so it deserves a mention.

Radiant Spores: I try and keep this debuff active as all times. Do not give it priority over your damage dealing spells when tank/group health is low. I put this debuff on my primary target and reapply when I have nothing else to cast. You will see the most benefits from RS when the group is focused on a single target.

Withering Vine: There are very few occasions when WV is worth the cost of a global cool down, but you should be aware of those times. WV can be used in multiple mob fights when you have time to apply WV to those multiple targets. It takes some skill to make the payoff worth the effort so be cautious.

Natural Splendor: Long channeled cast – Properly used this spell can make your group healing a little less stressful. I have grown to love NS and to tell you the truth I have probably come to rely on it more than others. The overall healing this ability has is nice. Get to know NS.

Void Life: Short channeled cast that is awesomely underrated. I like to think of VL as the single target version of NS. I use this constantly to keep my tank topped of. This isn’t a big heal, just a nice steady top off that allows me to keep Ruin off cool down for movement purposes.

Wild Growth: Instant cast with a one minute cool down. This spell should be your go to spell when your group is in close proximity and experiencing heavy AoE damage. Thanks to the +10% damage debuff to mobs, it should be used in the burn phase of any fight. This spell single handedly made me adjust my toon position in most fights. I am now closer to the boss nearly every fight.

Direct Healing Spells:

Essence Surge: Instant cast – heals a single ally for 100% of your health. This is your “Oh Sh*t” spell. 1.3 removed the debuff, good news for us.

Bloom: Instant cast through talent that heals a single ally. This is a strong heal with a 10 second cooldown. 1.3 gives Bloom more power, gotta love that.

Flourish: Instant cast through talent that AoE heals multiple allies. 1.3 nerfed this spell. It is still a decent group heal with a 20 second cooldown.

Natural Conversion: The healing from this spell is based on the next cast by the mob. It will heal who ever the boss targets for 200% of the damage taken. Save it for those powerful strikes by the boss.

Natural Healing: This is the new 51 point healing spell. Slow cast (2.5s) and a big punch. This spell feels out of place in Chloromancer healing. Sure it packs a punch but a lot can happen in 2.5 seconds. I haven’t found a comfortable way to work in this spell to be honest, it is there and available but it is just too costly time wise as well as in the group healing I lose while casting it. NH has it place but it is not a go to spell. I see it as one more tool to use when I can’t heal via dps.

Notes: There are a few important points to establish before the end of this article.

Dominator: My choice of Dominator as my third soul is based entirely on Transmogrify. As a healer I like having strong CC and Dominator provided this. My build is not dependent on Dominator therefore it is OPTIONAL. Use whatever you like. I don’t use Arcon because I don;t see myself having time to build a 5 stack of Pillaging Stone.

Entropic Veil: should be cast whenever you have full charge. The benefits of EV are tremendous; do not ignore this buff. This is especially true for high damage fights. Stop using Corrosion, EV should not be wasted on this spell.

Mana Regeneration: Because this build offers 3 distinct methods of mana regen, mana should never be an issue.

Sacrifice Life: Mana – Trades your life for mana.

Living Shell: Minor shield, returns 60% base mana over 30 seconds on a 2 minute cooldown. In 1.3 any damage you take removes LS.

Empathic Bond: Single target buff that returns mana to you equal to the damage they take for 30 seconds. Due to the nerf to LS, Eve should be your go to mana regen spell.

Credit:

The original guide was heavily influenced by “Fiera’s” Chloromancer Healing Guide on the Rift forums. With the changes to Chlormancers in 1.3 both Fiera’s and my original guide were rendered obsolete. The release of 1.3 prompted me to look for information coming from the test shard, I landed in Unstable’s forums. Thanks to FireWraith for the good work done with their information pre-patch.

 


8 Responses to “Chloromancer Healing Guide”

  1. Corlock says:

    Very nice guide, Looking forward to testing some of this in game.

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  6. Zelanaria says:

    Excellent guide. One thing that I would add is that since you didn’t put any points into your third soul it can be changes any time out of combat and I switch it all the time depending on the fight.
    Archmage – for break free on fights that can CC the healer
    Dom – When required to cc
    Archon – When there is no cc, if you are fast enough in a raid getting ready you can duel an another mage and get your stack up prior to the boss fight and just refresh them when you have a chance.

  7. Kauzmo says:

    @ Zel – Thanks for the the input, you bring up some excellent points!

  8. pzyche says:

    brilliant, very helpful – thanks!

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