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Chloro are actually healers. Bards a buffers that add a bit of group healing.
Bard healing
Cadence 115 + weapon over 2 seconds (heals party by a similar amount)
Coda of restoration (finisher) heals for 464
Motif of Regeneration - heal 90/3 seconds for 15 seconds
verse of Vitality - heals party for 489
Chloro Healing
Livingiving Veil - Life damage heals party fro 120% of damage
Lifebound Veil - heals synthesis target for 160% of damage party for 60%
Chloros have to choose which one of the above to be in
Void Life - 56 Damage second with big buff to healing if using Lifebound Veil
natures Touch - A direct damage spell for 170 with a big buff to heal when using life bound veil
Radiant Spores - a debuff that returns 10% of the damage a play inflicts on a MOB as heals
Stream of Reclaimation - 6 second channeled spell for 741 that increase Radiant spores heal pct to around 25% for those seconds.
Natural Splendour - A short range AOE (7 meters from target) 987 point channeled spell that heals party in range for 2097 (Charge Dump)
Withering Vines - 180 Life dame over 12 seconds 236 healing to group over 12 seconds
Wild Growth - 982 heal to party within 25 meters, 50% snare to enemies within 25 meters, 10% damage buff within 25meters (Charge Dump)
Entropic Veil - 19% damage buff (and therefore healing) (Charge Dump)
Bloom - 1000 directed heal
many chloro powers 'double-dip'. They heal and do damage there by triggering the mage's veil.
Bard's shine when movement is an issue (which is often). All the bard's abilities are to the best of my kniowledge unaffected by movement. The mage's ability require him to be stationary for the cast time of his spells. However the raw healing power of the Chloro is much better than the bard.
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