
Rift Chloromancer Strategy Guide
Chloromancer Soul's Skills, Specs, Macros and Builds in Rift
The Chloromancer is the Mage Calling's most effective healing soul, and rivals most Cleric souls in sheer volume of healing by converting damage done to enemies into healing for party members. By using the "Lifegiving Veil" buff (equal party healing) or the "Lifebound Veil" buff in conjunction with "Synthesis" buff (for tank healing), all magical damage grants a percentage of damage inflicted as party healing (Life based spells heal more). This soul is supported well by Archon and Warlock, and can be a lifesaving benefit to literally any build with as little as 8 points invested. Note on "Channeled" cast time: these spells do not technically have a cast time. They cast instantly, but have a duration that requires the Mage to not move. These spells cannot be cast while moving, and will be canceled if the Mage moves before the spell is finished. Unlike spells with an actual cast time, if you move while a spell is being channeled, it triggers that spell's cooldown.
Chloromancer Skills and Special Abilities
Radiant Spores - Points Required: 0
Ability Info: (Cast time: Instant, Cooldown: 8 seconds) A good portion of your healing will revolve around this ability. It gives your allies a 10%-16% chance (depending on the talents you spend your points on), and interacts with several Chloromancer spells while using the "Lifebound Veil" and "Synthesis" buffs for tank healing. It has a duration of 16 seconds, so if you pay attention you can keep it up at all times.
Vile Spores - Points Required: 0
Ability Info: (Cast time: 2 seconds, Cooldown: None) This is your basic Life based damage spell. It does relatively low damage, but doesn't have a cooldown, so this spell will be the the last in your attack macro list.
Withering Vines - Points Required: 2
Ability Info: (Cast time: 1.5 seconds, Cooldown: None) This will be one of the first healing spells you get access to. It inflicts DOT for 12 seconds and heals up to 10 allies within 7 meters of the target for a bit more over the same amount of time. As you gain access to more powerful heals and abilities you'll use this one less and less, but it's still not a bad idea to squeeze off this "fire and forget" spell when you have 1.5 seconds to spare.
Entropic Veil (Consumes Charge) - Points Required: 4
Ability Info: (Cast time: Instant, Cooldown: None) Entropic Veil is a nice way to use charge during a long fight where a lot of healing isn't necessary, or when you're not the main healer. While your charge lasts, this ability will increase the damage of all spells by up to 19% (depending on the talents you spend your points on).
Stream of Reclamation - Points Required: 8
Ability Info: (Cast time: Channeled, Cooldown: 45 seconds) This 6 second long channeled spell is the Chloromancer's first "big gun." Not only does it do decent damage per second, if you use it on an enemy that is affected by Radiant Spores, it increases the chance that Radiant Spores will trigger by a cumulative 5% for 3 seconds every time you do damage. This essentially adds 15% on the third second of it's duration for about 4 seconds. Due to the long cooldown, this is one you want to use as your "ace in the hole," unless you have better healing abilities at your disposal.
Lifegiving Veil - Points Required: 10
Ability Info: (Cast time: Instant, Cooldown: 10 seconds) This buff is one of two that will be the source of the majority of your healing. Lifegiving Veil is primarily used for general party healing, and will heal up to 5 party members for a percentage of all magical damage you inflict when they're within 35 meters of your target. Life based spells give the largest amount of healing (up to 120%). Life based damage over time spells heal up to 130% of the first damage tick. All non-life spells only heal 5% of the damage inflicted, so that means if you're the main healer, you'll want to stick primarily with Chloromancer spells. All area effect spells generate 80% less healing than they would if they were direct damage.
Track Life Creatures - Points Required: 10
Ability Info: (Cast time: Instant, Cooldown: None) This ability shows all Life based creatures on your minimap. It's not much use, unless you're hunting Life creatures for some reason.
Lifebound Veil - Points Required: 11
Ability Info: (Cast time: Instant, Cooldown: 10 seconds) This is the other buff that will be the source of the majority of your healing. Lifebound Veil, in conjunction with Synthesis, is the buff you want to use for tank healing. It works almost identically to Lifegiving Veil, except that Life based spells only heal 60% of the damage inflicted, and Life based DOT spells only heal 70% of the first damage tick. However, the ally with the Synthesis buff will be healed more, and several other Chloromancer spells trigger extra heals on the person with it, too. Overall, this adds up to more healing for the tank (who will need it if he's doing his job properly).
Natural Conversion - Points Required: 12
Ability Info: (Cast time: Instant, Cooldown: 1 Minute, 30 seconds) Causes the next single target damaging spell cast by the enemy, within 30 seconds, to heal the enemy's target for 200% of the damage of the enemy's spell. Really only useful for PVP, or for monsters who regularly cast powerful magic spells.
Nature's Cleansing - Points Required: 12
Ability Info: (Cast time: Instant, Cooldown: None) Cleanses the ally, removing 1 Disease, Poison or Curse debuff. This is really only useful in T1 and up dungeons, since you can usually out-heal any damage inflicted by these debuffs anywhere else.
Ruin - Points Required: 14
Ability Info: (Cast time: Instant, Cooldown: 15 seconds) This is a bigger Life based damaging spell. The cooldown will put it near the top of your Life damage attack macro.
Flourish - Points Required: 16
Ability Info: (Cast time: 2 seconds, Cooldown: 20 seconds) This is a good AOE healing spell, which heals up to 602 points (before critical hit) to up to 10 allies within 20 meters of the Mage.
Wild Abandon - Points Required: 18
Ability Info: (Cast time: Instant, Cooldown: 30 seconds) Removes all root and snare effects from the ally, and grants an immunity to roots and snares for 8 seconds.
Seed of Life - Points Required: 20
Ability Info: (Cast time: 8 seconds, Cooldown: None) Your non-combat resurrection spell. Restores a player to 30% of their health and mana.
Soul Tether - Points Required: 20
Ability Info: (Cast time: Instant, Cooldown: 5 minutes) Your combat resurrection spell. Restores a player to 30% of their health and mana. If you're the main healer, it's best to save this one in case the tank needs it.
Nature's Fury - Points Required: 26
Ability Info: (Cast time: 2.5 seconds, Cooldown: 8 seconds) Another Life based attack that hits up to 4 enemies. This spell will go somewhere in the middle of your Life attack macro.
Corrosion (Consumes Charge) - Points Required: 32
Ability Info: (Cast time: Instant, Cooldown: 15 seconds) While not overly useful, it could come in handy if you find yourself swarmed by enemies. It deals up to 317 Life damage to 8 enemies within 7 meters of you over 12 seconds. However, if you have any other way to avoid being beaten on, it will almost always be a better option than this one.
Living Energy - Points Required: 32
Ability Info: (Cast time: Instant, Cooldown: None) Your party will love you for this one if there is no Bard with you. It reduces the cost of all abilities of your party and raid members who are within 35 meters of you. However, this ability will not work if Anthem of Fervor (the aforementioned Bard ability), which is better anyways. However, if your tank is taking more damage than you can easily keep up with (which can be the case with Rogue tanks), suggest that the Bard use Anthem of Glory instead and use this ability to compensate for the loss of Anthem of Fervor. You'll find that the tank's mileage will improve greatly.
Living Infusion - Points Required: 32
Ability Info: (Passive) This ability increases the percentage of healing granted by Lifegiving Veil by an additional 0.5%, and by Lifebound Veil by an additional 1.5%, for each point spent in the Chloromancer soul above 31.
Blight - Points Required: 38
Ability Info: (Cast time: Instant, Cooldown: 30 seconds) Strips all heal over time effects from the enemy and reduces the healing they receive by 50% for 8 seconds. Best used in PVP against players who are difficult to kill due to healer support.
Natural Splendor (Consumes Charge) - Points Required: 44
Ability Info: (Cast time: Channeled, Cooldown: 2 minutes) This is the best way to use your charge if you have access to it. Fully trained (which is only Rank 2), it deals 1036 points of damage over 8 seconds to the target and up to 8 enemies within 7 meters of it, while healing up to 8 party members within 7 meters of the target for 2411 over the same amount of time.
Natural Healing - Points Required: 51
Ability Info: (Cast time: 2.5 seconds, Cooldown: None) A great healing spell for an ally who's hurt, but still has some time. It heals for 993 to 1002 Health. If it's a dire emergency, Bloom is still your best option.
Void Life - Points Required: 51
Ability Info: (Cast time: Channeled, Cooldown: None) This is the spell that makes the Chloromancer one of the only souls worth investing 51 points into. This channeled, spamable spell inflicts 58 points of damage to the target each second for 3 seconds, and not only interacts with the two Veil buffs, but will trigger a heal on the ally who has your Synthesis buff for an additional 90% of the damage done. With this spell as your main healing spell, you can easily keep the tank alive while relying almost exclusively on the various AOE heals.
Chloromancer Soul Talents - Where to Spend Your Points
0-Point Soul Talents
Accelerated Growth
Soul Talent Description:: (Passive) Increases the damage of your Life based spells by 1% per point spent. Only necessary if you're planning on making a primary healer, or if you intend to use the Chloromancer damage spells in another type of build. Otherwise, I don't bother with this one.
Natural Awareness
Soul Talent Description:: (Passive) Casting a Life based spell increases your Intelligence by 5% per point spent for 6 seconds. Here's where you want to spend your 5 points if you're just going after Bloom to support a non-healing role. Healing yourself will give you the boost, and it will help for picking up the pace after a quick heal.
5-Point Soul Talents
Bloom
Soul Talent Description:: (Cast time: 2 Seconds, Cooldown: 10 Seconds) This direct heal spell is gained early, but will continue to be a mainstay as you progress since it heals between 1159-1168 (before critical hits) at maximum rank. This spell will help keep a solo Mage alive at almost any level when Healing Slipstream is bought up to full as well.
Healing Slipstream
Soul Talent Description:: (Passive) Reduces the cast time of your Bloom and Flourish abilities by 1 second per point spent. 2 points makes both spells an instant cast. This is one of the talents I always buy, regardless of what type of role I'm creating.
Nature's Corrosion
Soul Talent Description:: (Passive) Gives both Vile Spores and Ruin a DOT effect. These spells will deal 33% of their initial damage over the next 6 seconds per point invested. If you spend 3 points, the damage is boosted to a full 100%. More important for support roles than healing roles, since the healing from DOT effects is minimal.
Empowered Veil
Soul Talent Description:: (Passive) Boosts the damage increase of Empowered Veil by 3% per point, boosts the healing bonus of Life based spells given by Lifegiving Veil by 10% per point and Lifebound Veil by 5%. It also increases the radius of both Veil buffs by 5 meters per point. Definitely worth the points spent if you're developing a healing or healing support role.
10-Point Soul Talents
Synthesis
Soul Talent Description:: (Cast time: Instant, Cooldown: 10 Seconds) Increases healing received by the ally with this buff by 100%. Applies or refreshes Lifebound Veil when cast. Can only affect 1 ally at a time, and cannot be cast on the Mage (although the Mage can receive the buff from another mage). Lifebound Veil is worthless without this one point investment.
Phytogenesis
Soul Talent Description:: (Passive) Increases the chance your Radiant Spores will heal allies attacking the affected target by 2% per point spent. Gives your Radiant Spores a 33% chance per point spent of affecting 8 enemies within 10 meters of the targeted enemy (100% with 3 points spent). Definitely a must-have for a Mage healer, but is also helpful for healing support.
Circle of Life
Soul Talent Description:: (Passive) Casting a damaging spell increases the chance of critical hit of your next Bloom, Flourish or Natural Healing, within 15 seconds, by 5% per point spent. Not absolutely necessary, but it's nice to have if you have the soul points to throw around.
15-Point Soul Talents
Nature's Touch
Soul Talent Description:: (Cast time: 2.5 Seconds, Cooldown: 6 Seconds) Life based attack that deals up to 178 points of damage and causes Lifebound Veil to trigger an additional heal on the ally with the Mage's Synthesis Buff for 100% of the damage dealt, on top of the healing normally generated by Lifebound Veil. A must have for any primary healing role where you intend to use Synthesis.
Call of Spring
Soul Talent Description:: (Passive) Increases the amount of direct healing done by 3% per point spent. This does not affect healing done by the various Veil spells or Synthesis. An absolute must for any type of healing role.
Raised in Nature
Soul Talent Description:: (Passive) Increases your Endurance by 7% of your equipment modified Intelligence per point invested. While more Health is always useful to anyone, you could get away with not investing points in this talent if you're not going for the 51 point build and you need to shave a point or two.
20-Point Soul Talents
Natural Fusion
Soul Talent Description:: (Passive) Increases the percentage of healing provided by Synthesis effects by 20% per point invested. Very important for tank healing. If you're not planning on using Synthesis, skip this one.
Unleashed Abandon
Soul Talent Description:: (Passive) Increases the duration of the snare/root immunity provided by Wild Abandon for 1 second per point invested. I never bother with this one, unless I'm going for a 51 point Chloromancer role.
Living Shell
Soul Talent Description:: (Cast time: Instant, Cooldown: 2 Minutes) A shield spell that has two distinct purposes. While active, this spell will restore 2% of your maximum Mana per second (it lasts 30 seconds). If you're taking damage, it will absorb up to 831 points of damage while reducing your Mana by the amount of damage absorbed. There are better ways to recover Mana that don't involve potions, and really the protection isn't all that great, so I almost never take this talent, and never really use it when I do take it.
25-Point Soul Talents
Empathic Bond
Soul Talent Description:: (Cast time: Instant, Cooldown: 3 Minutes) This spell works with Synergy to restore the Mage's Mana. While active, the ally who is affected by your Synthesis buff will restore your Mana by 20% of the damage they inflict. Definitely useful for main healers who are using the Synergy buff, but unless it's a long fight I rarely need to use this talent.
Nature's Swiftness
Soul Talent Description:: (Passive) For each point spent on this talent, it reduces the cast time of Nature's Fury by .5 seconds and reduces the cooldown of Natural Conversion by 30 seconds. While not overly helpful for Natural Conversion's cooldown, it helps to make Nature's Fury much more useful as there aren't a great deal of Life based damage spells.
Wild Growth (Consumes Charge)
Soul Talent Description:: (Cast time: 1.5 Seconds, Cooldown: 1 Minute) Another great way to use charge, this ability not only heals up to 10 allies within 25 meters of the Mage (for about half of what Natural Splendor does), it reduces the movement rate of enemies by 50% and increases the amount of damage they take by 10%. While you'll get less healing out of your charge, you'll probably get more damage out of it if you're in a raid. Definitely worth the 1 point investment if you can afford it.
Enduring Tether
Soul Talent Description:: (Passive) Enduring Tether reduces the cooldown on Soul Tether by 30 seconds per point invested. While shaving a grand total of 1 minute off the cooldown time of your combat resurrection spell might not seem like a lot, it can be helpful in tougher situations. If you can spare the points, go for it...but if you can't, don't lose sleep over it.
30-Point Soul Talents
Essence Surge
Soul Talent Description:: (Cast time: Instant, Cooldown: 2 Minutes) This, as expected, is probably going to be your "big gun" emergency healing ability. It heals the target for 100% of the Mage's maximum Health. This one's a must-have for any main healing or support healing role.

