Chloro's get heals from their own lifegiving veils, which is to say, a decent amount of healing. Plus with radiant spores anyway, you can always proc heals to yourself. Putting flourish on round-robin is pretty much an instant complete heal for the group as well.
At the lower levels, it's pretty retarded to play one even solo. Only voidknights and multiple melee were really giving me trouble. I did end up doing a few warfronts with 2 other chloros in the early 30s and the group, was pretty much unkillable. Especially with one being chloro/storm caller (with his channeled knockback), me being chloro/archon, and the third being chloro/warlock. And by group, I mean, the whole team of 10 in the black garden.
The trouble for mages in general is close combat... but let me tell you that when 3 chloromancers used corrosion, it was pretty effing deadly. I can only imagine that x5 and on a 15 second cd that lasts for 12 seconds. And keep in my you CAN generate charge while it's up... so you have pretty much 80% uptime and it heals you while you can continue nuking ranged targets?
Anyway, right now, I'm choosing to solo Rift for a bit and see where everything ends up.... once the solo game is done for me, I'll go back to boxing, I'm sure. But, with so many changes coming around the corner, servers are probably going to be full - and I don't want to deal with having queues to get in x5... I'll box it later.
I intend on running a cleric + 4 chloros with at least one being archon for all the insane buffs + bloodlust (the remainder will probably be elementalists for the pets + crit damage since archon auras don't stack, which make me a sad panda).
Oh, and watching people try to run out of range when multiple cholors channel on you (and the fact that once you channel, you CANT run out of line of sight or out of range of it?), led to many people dead, behind trees.
Edit: The one good/bad thing about Scott Hartsman at the wheel of Trion? It won't be 2+ years in between expansions.
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