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Mage Healing in 4.0: Chloro 101

Ard Tiarna de na Iomproidh Dearg
Hosfi
Ard Tiarna de na Iomproidh Dearg
Posted On: 12/10/2016 at 08:28 PM
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Chloromancer is the mage calling’s original healing soul. It’s unusual in that you heal primarily by doing damage. A chloromancer excels at both raid and tank healing, but cannot buffer hits to reduce incoming damage. That means that if a frostkeeper or purifier are also healing, they’re a potent combination, but the chloro’s numbers will look smaller than compared to being partnered with a warden or sentinel.

The Build

My preferred chloro healing spec is a 61-point build that includes both Frostkeeper and Harb as off souls. If you don’t have those, then anything that increases your spellpower, Intelligence stat, or spell crit, in that order, will work. That means that Stormcaller (Storm Energy and Cyclogenesis) and Elementalist (Biting Cold) are prime candidates, enough that I might swap things around some to see how it plays out. I don’t know why the preset, Sage, calls for necro as the first benefit is in the second level of branches and getting there provides no useful abilities.

If you don’t need the extra speed to keep up with people or to avoid mechanics, you can also move two points from Harbinger’s Natural Swiftness to Keeper’s Overwatch.

The masteries I selected are largely optional. This is especially true with the level 63 masteries. Again, I prefer mobility and for me the change to Natural Splendor provided by Eldritch Swiftness is very useful; if you’re in an encounter that requires a lot of cleansing or are burning through more mana than you can recover with Essence Conversion, then Mental Cynosure is your friend. Coalesced Resolve reduces the effect of CC on you, and provides a useful buff to your brez (battle resurrection).

The legendary abilities I selected are Living Aegis, Healing Torrent, Radiant Spores, Earthen Renewal, and Storm Slash. If I could have, I would have used Legendary Rime rather than Legendary Storm Slash, simply because it still requires melee.

Buffs

Your Lifegiving Veil and Lifebound Veil both counts as buffs. Always have one or the other up. Using Synthesis on a target will switch you to your Lifebound Veil. Careful, though, since all three share the same 5-second CD.

Aside from your Veils, your most important buff is Living Aegis, Chloro’s one and only Mage Armor. It provides large boosts to your max HP, your Life damage, and your healing, and also heals you when you’re attacked. Its biggest benefit, though, is to trigger instant procs for Vile Spores and Natural Healing.

You have a choice between using Lighting Blade and Lightning Charge. For all intents and purposes, they have the same effect with this build, so it doesn’t actually matter which you use. I prefer Lightning Charge, but that’s because I don’t particularly like the model for the sword.

Living Energy is a toggle that reduces energy costs by 10% for members of your party or raid.

Entropic Veil is a charge-consuming toggle ability that blocks charge gain. It increases your damage and healing by a moderate amount.

You can use Frost Barrier either on yourself or on another target, but it places a buff on its target that absorbs 85% of incoming damage up to an amount based on your spellpower. It’s usually best placed on the tank, and its effects stack with Synthesis.

The Abilities

Chloro’s primary healing abilities are its veils, earned at levels 8 and 11 respectively. Level 8 provides your raid healing ability, Lifegiving Veil. The veil at level 11, Lifebound Veil, is used most effectively with an ability in the branches, Synthesis. That means that until you spend the point to get Synthesis, you will not be able to effectively tank heal. Healing from the same sort of veil does not overlap, and a target may only have one Synthesis on them at a time. This does not mean that if the mage swaps veils, their Synthesis falls off. It doesn’t, and veil swapping is a valid technique to change between raid and tank healing.

Thanks to the Veils, each of your damaging abilities heal a certain amount. Life abilities heal more, abilities with cast times heal more, and abilities that are both heal even more. In addition, certain chloro abilities- Ruin, Void Life, and Corrosive Spores, for example- still proc higher heals on a Synthesis target.

Chloro only has a total of seven direct healing abilities. Without investing points in the tree, five have cast times- Bloom and Flourish can be bought down to instant casts with the same perk, Healing Slipstream. In fact, only Flourish (20 points) and Natural Healing (36 points) are in the roots.

Chloro's native single target abilities are Bloom, Natural Healing, Essence Surge, Healing Torrent, and Resurgence. Bloom and Natural Healing provide moderate single target heals. As previously mentioned, Bloom can be used as an instant cast and has a 10-second CD. Its Legendary also  turns it into an AoE with a DOT. Resurgence is a small single-target heal over time (HOT) with another 10-second CD. Healing Torrent provides a heal up front along with a HOT effect. Essence Surge is your emergency ability, healing the target for whatever your max HP is at the cost of a one minute cooldown.

This build provides two more, Rime and Earthen Renewal. In this build, Rime is analogous to Natural Healing. Legendary Earthen Renewal, however, is a major heal that is instant cast every six seconds and in a healing build very, very worth it.

You have two direct group or raid heals, Flourish and Wild Growth. Flourish provides one heal to up to 10 party or raid members with at 20 second CD. Wild Growth is a 12-second charge consumer that provides a HOT effect and a snare to enemies.

Radiant Spores and Withering Vine both provide indirect heals. Radiant Spores is an area of effect (AoE) debuff that has the chance to heal people who attack targets affected by it. Its Legendary ability increases threat, but also adds a DOT and reduces incoming damage. Withering Vine is a damage over time (DOT) effect that heals your nearby allies.

Chloro now has two cleanses, Nature’s Cleansing for single-target and Cleansing Rush for AoE. Unless I need to cleanse everyone, I tend to use the cleansing macro in this guide.

Symbiosis massively increases the incoming healing done by your Veil to that target. If they’re your Synthesis target or you are using Lifegiving Veil, it increases healing done by 50%. If they aren’t your Synthesis target, then it increases healing to match the Synthesis target. It lasts 10 seconds and has a 45 second CD.

Your brez is Soul Tether. Like every other brez in the game, it’s an instant cast that comes with a 5 minute CD.

Your mana regen is Essence Conversion. It burns 5% of your HP to recover 15% of your MP. With veil heals, that’s less of an impact than you might think.

Blight, Natural Conversion, Living Shell, and Hail Blast are all situational abilities. Hail Blast is a non-Life instant cast (it comes from Frostkeeper), meaning that it will trigger very little in the way of a Veil heal. Its primary benefit is that it slows enemies for 6 seconds. Blight removes all heal over time effects and reduces single target healing that the target receives by 15% for 6 seconds. The Legendary version also removes all absorb shields. Though there’s not much use for it in PvE at the moment, there may be some utility in PvE. Natural Conversion is supposed to take the next damaging single-target ability that its target uses, within 30 seconds, and cause it to also heal 200% of the damage done. There were some uses for it in vanilla, especially in the raids Gilded Prophecy against Guurloth and in Greenscale’s Blight against the big bad himself, Greenscale. I don’t know if it currently works, and it has always been finicky. Living Shell briefly provides you a small absorb barrier.

Macros

Cleansing macro, so that you don’t have to go find which person has the debuff. The “cast @groupxx” line continues in sequence up to “cast @group20 Nature’s Cleansing” so that it looks for every person in the raid.

#show Nature's Cleansing
suppressmacrofailures
cast @mouseoverui Nature's Cleansing
cast @group01 Nature's Cleansing
cast @group02 Nature's Cleansing
cast @group03 Nature's Cleansing
cast @group04 Nature's Cleansing
cast @group05 Nature's Cleansing

cast @group20 Nature's Cleansing
cast Radiant Spores
cast Withering Vine

ST bamheal macro. You’ll notice that Earthen Renewal is down at the bottom; that way, if it has six stacks and I’m moving, it’ll still cast, but I’m not sitting there for six seconds if it’s not.

#show Bloom
suppressmacrofailures
cast Bloom
cast Healing Torrent
cast Natural Healing
cast Legendary Earthen Renewal

DPS macro, specifically to condense Ruin and Vile Spores. Void Life is on a separate button for me. Nature’s Touch is at the bottom for the same reason Earthen Renewal is in the previous macro.

#show Ruin
suppressmacrofailures
cast Ruin
cast Vile Spores
cast Nature’s Touch

Sample announcement macro, so that you have the format. I have a few of these- one for synth, one for Wild Growth, and one for my brez. Feel free to change the yell to fit you.

#show Soul Tether
yell Rise, %t!
cast Soul Tether

Technique

Being an OK chloro is fairly easy- have your Veil up, sit there, and spam Void Life. Being a good chloro is another thing entirely. Unfortunately, it’s largely about knowing when to and where to use your abilities. That means there’s not a real rotation, as such.

You do need to have at least one Veil up at all times. Which one you use depends on what you’re doing, and if there’s another mage-healer around that has a Veil on. Veil healing from the same Veil does not stack, meaning that chloros do not stack well.

Ideally, you would alternate between using direct heals and damaging abilities. Thanks to the Healing Balance perk in the branches, using direct heals places a stacking buff on you. Per Circle of Life, using damaging abilities increases the crit chance of Bloom, Flourish, or Natural Healing within 15 seconds. Boon of Life can reduce the cast time of Healing Torrent and Nature’s Touch, potentially to instant.

Always have Withering Vine and Radiant Spores up on a target; they provide passive healing that you don’t have to after the initial mana cost.

Ruin and Vile Spores both leave unique DOTs on their targets. These DOTs also appear to trigger Veil heals. Ruin is an instant cast. Vile Spores counts as a Primary Bolt. Use them when you can, especially if you have instant procs.

When you’re shooting into a pack of mobs, Corrosive Spores and Natural Splendor are your go-to abilities. Corrosive Spores is a ticking DOT that does damage to mobs around the target and provides a larger heal to your Synthesis target. Natural Splendor is a channeled, charge-consuming green beam of death that does AoE damage to mobs around the target and heals to your allies. I have never used Nature’s Fury, which I think of as the bouncy green ball, in a serious situation simply because there’s no telling where it’s going to go. It might hit the nearest enemy to the one it just hit, it might bounce ten meters in the other direction. Couple that with the cast time, and I’ve got better things to use. On the other hand, if you want to mess with the tank, fire away! Assuming that he ever reads this, Gunghnir can attest to that.

You have a number of solutions to surging damage waves. The first is to just ignore it, since your Veils heal everybody. The second is to top off heal, using Flourish or Legendary Healing Torrent and then ignore it. For more serious situations, use Wild Growth. Once that’s over, go to a combination of the above, potentially even Veil swapping for a few seconds.

I don’t use Entropic Veil very often. It’s on my bar where I can easily get to it, but I just don’t use it that much. There are healers out there who will scold me for that. I’m sorry?

To burst heal a tank, make sure that they’re your Synthesis target (reminder: a person can only have one Synthesis on them at once) and then hit your Symbiosis. Symbiosis and Essence Surge are two of your major tank-healing CDs. Save them for when your situation requires it. You can also use your direct heals- Bloom and Earthen Renewal are extremely helpful, as is Healing Torrent. If you have the instant cast proc from Explosion of Life, then Natural Healing can also be helpful. Between the Internet and myself, the single biggest target of my bamheal macro is the tank. It's immediately followed by DPS that don't pay attention, but tank first.

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Response:

Bantiarna de na Fhiaigh Dearg
Jessica
Bantiarna de na Fhiaigh Dearg
Replied On: 12/10/2016 at 11:47 PM PST
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Thank you so much for writing this. Between this and our conversation I feel like understand it a lot better!

I wear my heart on my greatsword - Kaii Rose
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Tiarna de na Aracos Corcra
Jairone
Tiarna de na Aracos Corcra
Replied On: 12/11/2016 at 07:34 AM PST
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As an experienced raid Chloro and Dominator back in the day, I will add the following (it is pretty solid as is, but there are a few tricks!)

1.  Rotation trick tip:  Using your insta-cast procs for vile spores with ruin and void life, you can pretty much always fire a nature's touch every use of void life.  The exceptions to this are when you must move and didn't get a proc for 5 stacks, or when you need to save for emergency healing burst.

2.  For big periods of incoming damage as a raid healer or tank healer:  save nature's touch, ruin, corrosive spores, and use some timing.  All three abilities gain a bonus heal which is more evident when tank healing, but will also help your raid when needed for large raid heals.  For raid heals, flourish is amazing as noted.  For tanks, symbiosis, essense surge, and natural conversion are huge, and normally should be used at different times to spread cooldowns.  If you happen to have dominator skills, reflect can be amazing with 'cast on target of target' for throwing back some massive damage and just mitigating.
*As a side note, entropic veil can also be used for periods of heavier healing, so I tend to save it as well.  Using it situationally, rather than in a rotation, will maximize the healing while sacrificing a tiny bit of dps.*

3.  Wild growth should be cycled when in a large group or boss every chance you get (the 10% damage taken is just too huge not to.)  Nature's fury (the bouncy attack) has a range that can be learned, does solid healing, and does far more damage than most people realize... it is well worth it if you have 3+ foes and won't pull extra.  Learning the range will make you a bigger contributor.

4.  Unless you are taking damage, for mana regen use lifegiving shell.  No damage to you, covers a mistake if you make it, and restores a solid bit of mana.  A chloro should never oom.


5.  Good stuff above here, nicely done!



» Edited on: 2016-12-11 07:34:46



» Edited on: 2016-12-11 07:36:07

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Ard Tiarna de na Iomproidh Dearg
Hosfi
Ard Tiarna de na Iomproidh Dearg
Replied On: 12/11/2016 at 08:48 AM PST
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Sadly, Lifegiving Shell doesn't regen mana any more, just like Wild Growth doesn't provide a damage boost. Sad times. I wish they did- had to update my Wild Growth shout macro. You're right, though- a chloro should never OOM. I tend to use Natural Conversion when I'm at 75%, regardless of how much longer the fight's going to go on.

I've been lucky enough that every two or three casts of Void Life and Radiant Spores tend to proc Explosion of Life, meaning I tend to have instant casts to spare during high damage periods.

And I'll have you know that I didn't touch your s'mores!

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Tiarna de na Aracos Corcra
Jairone
Tiarna de na Aracos Corcra
Replied On: 12/11/2016 at 10:32 AM PST
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Lol.  Well darn, they destroyed that?  Ah well, still not much reason to ever oom unless the fight has been going for a good hour.

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Curadh de na Faolchu Donn
Intp
Curadh de na Faolchu Donn
Replied On: 06/25/2017 at 06:53 AM PDT
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A thousand thanks!

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