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  1. #1

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    Quote Originally Posted by Mosg2 View Post
    I hate to be "that asshole", but I'm gonna have to burst your bubble friend.

    Once you have Lifegiving Veil on you can't receive any heals from anyone else's Lifegiving Veil. That means there's absolutely zero bonus to stacking Chloro unless you're running, say, a pet class where they'll get all the heals. It looks great on paper.

    Then you realize that your armor *is* paper.

    Mages in RIFT right now are sucking hind tit. They get rolled over by Rogues/Warriors in mere seconds and none of their escape mechanisms are effective. Maybe after the first big balancing pass they might be better but for right now you'd have better luck playing in traffic.


    Not true. Synthesis provides 400% of the heal that Lifegiving Veil does. You can round robin it and cast it on each Mage.

    The Synthesis will heal each Mage.


    Nature's Touch is one of your main spam damage spells and heals for base 100% instead of 80%.

    Spores means that all damage heals the caster for 30% of damage done as well.

    Call of Spring increases all healing by 15% of total.



    I'm not saying a group of Chloros would be amongst the most powerful groups as I haven't tested them, but it's a red herring to write them off because Lifegiving Veil doesn't stack.


    Chloro/Necro is a great build. Just 22 points in Necro gives you an end game Rogue pet and Feign Death.

  2. #2

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    I thought the tooltip of Synthesis stated that it would apply to any heal that Lifegiving Veil would normally affect, and Lifegiving Veil will certainly not work on other Chloro's actively using Lifegiving Veil.

    The only way I found to make Chloros work, and able to heal each other was to have 1 hotkey for each Chloro that would remove their own Lifegiving Veil buff (and reapply it when pressed again, sort of a toggle) that you could press for the Chloro getting focused.

    Lifegiving Veil has a 15sec Cooldown, however, so removing and reapplying it became too much to worry about.
    "For God's sake, don't stand there at 30 yards trying to cast a spell, he will melt your face period."

    Lokked

  3. #3

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    Quote Originally Posted by Lokked View Post
    I thought the tooltip of Synthesis stated that it would apply to any heal that Lifegiving Veil would normally affect, and Lifegiving Veil will certainly not work on other Chloro's actively using Lifegiving Veil.

    The only way I found to make Chloros work, and able to heal each other was to have 1 hotkey for each Chloro that would remove their own Lifegiving Veil buff (and reapply it when pressed again, sort of a toggle) that you could press for the Chloro getting focused.

    Lifegiving Veil has a 15sec Cooldown, however, so removing and reapplying it became too much to worry about.


    This isn't the case, though the description is confusing/wrong.

    Just took this quickly now to show you. Two of my lvl 28 Chloros on one mob, both affected by each others Synthesis :







    Chloro / Pet set up is worth exploring.

    Slightly different builds based around the following, for example :

    http://rift.zam.com/en/stc.html?t=1z...omc00o.xtcp0zk


    What I do want to know is whether 'Power Drain' from Archon stacks. That would be majorly OP so prolly isn't
    Last edited by Flight : 03-07-2011 at 05:51 PM

  4. #4
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    Quote Originally Posted by Flight View Post
    Not true. Synthesis provides 400% of the heal that Lifegiving Veil does. You can round robin it and cast it on each Mage.

    The Synthesis will heal each Mage.


    Nature's Touch is one of your main spam damage spells and heals for base 100% instead of 80%.

    Spores means that all damage heals the caster for 30% of damage done as well.

    Call of Spring increases all healing by 15% of total.



    I'm not saying a group of Chloros would be amongst the most powerful groups as I haven't tested them, but it's a red herring to write them off because Lifegiving Veil doesn't stack.
    Couple of points on this...

    1. This didn't work in beta. 2 chloros couldn't synthesis each other... I suspect this is a bug that will get squashed eventually. Detailed below.
    2. Spores doesn't mean that all damage heals that caster for 30% of the damage. It's a 30% CHANCE to heal you for 100% of the damage. It's not reliable.
    3. Nature's touch isn't exactly spammable since it has an 8 second cooldown.
    4. Call of Spring doesn't affect LV or spores - it's broken. It only affects bloom, flourish, and wild growth.

    LV specifically states "Cannot receive healing from other Lifegiving Veil effects"
    Synthesis states "increase healing they receive from Livegiving Veil by 150%"

    0 x 400 % = 0
    Back to Warcraft!
    Shaggir, Shaggira, Shaggire, Shaggiri, Shaggiro - 5 Shamans US-Coilfang(H)

  5. #5

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    Quote Originally Posted by Alemi View Post
    Nature's touch isn't exactly spammable since it has an 8 second cooldown.
    You're misquoting me. I didn't say you spam Nature's Touch I said it's one of the spells you spam. Nature's Touch isn't even the most damaging/efficient spell Chloros get.

    It's also 6 sec cooldown not 8 - you're thinking of Nature's Fury.

    Another nice thing about Chloros is that their main damage spells are on different timers, so you can make a single 'spam' macro for them.

    ie (at low to mid levels from lvl 16)

    #show Ruin
    cast Ruin (15 sec cooldown, instant cast)
    cast Nature's Touch (6 sec cooldown, 2.5s cast))
    cast Vile Spores (no cooldown, 2 sec cast)



    At higher levels they also have exceptional AoE abilities.


    I don't believe Synthesis is broken. It's a single target buff that's working as intended. As I said I believe the descriptions on tool tips are very misleading.

    I'd suggest Bards Cadence is more broken and far more likely to get hit by a 'fix'.



    edit for clarity :

    Not sure if I've made this clear but each Mage can only get heaedl from one Lifegiving Veil - they don't stack. But on top of their own Lifegiving Veil they can also receive healing from a targetted Synthesis hour long buff - which gives roughly 400% of the Lifegiving Veil heal of the Mage that cast Synthesis on them. It's the 'round robin' Synthesis that is so attractive.

    Then each Mage also gets 30% of their damaging spells healed on themselves at 100%.



    This is all for 23 points invested in Chloro. This leaves 43 points to either go deep into Chloro for mad AoE damage or to spend on another class. As I've said, the 'leet' Necro Rogue pet is only 21 points and another point in necro gets Feign Death. There are lots of other possibilities, though. Tanking pets do very well with Lifegiving Veil healing them.
    Last edited by Flight : 03-08-2011 at 09:30 AM

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