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FrostkeeperChloromancerArbiter

Frostkeeper

Overview

A Mage Frostkeeper/Chloromancer healer (45 Frostkeeper / 31 Chloromancer). The RIFT PvP support backbone. You chain fast heals, cleanses, and barriers while kiting, with two separate big-heal cooldown chains for clutch saves and a reactive heal that can eat a 100k incoming hit. Two spam macros (one for moving, one for standing) keep your throughput up in any situation. The exact tree is on the Magelo link below.

Rotation

Frostkeeper is a priority healer with two spam macros, pick the one that fits your movement:

MOVING. Use the Earthen Renewal spam (Telluric Burst). It includes Earthen Renewal so you keep healing on the move.

STANDING STILL. Use the Without-Movement spam (Frozen Wind). It doesn't cast Earthen Renewal; instead, when you hit 10 stacks of the buff, press the Earthen Renewal macro to fire it manually. This macro also casts Frozen Wind for AoE cleanses (it's cast twice with Telluric for two 1-second casts, covering the natural gap in your cooldowns).

DEBUFFS. The Expel Boon macro leads with a purge; the rest of its abilities are already in your spam, so skip it entirely if you don't need to purge. There's a no-purge version that leads with Radiant Spores.

PRIMARY BIG HEAL (Cold Snap), meant to follow Ground Zero. Do NOT fire Cold Snap by itself unless Ground Zero is already on cooldown. Watch for the Natural Awareness buff. Cast a Chloromancer ability first so it procs before the heal.

SECONDARY BIG HEAL (Essence Surge), costs 2 global cooldowns and dumps all your charge. Wild Growth (first) removes all charge and buffs Chloromancer healing for 10s, Essence Surge is the huge heal, and Flourish after regains charge since you'll be sitting at 0. Use it to spot-heal someone low (but not taking heavy damage), or hold and cast nothing else to guarantee the big heal lands.

Macros

Moving Spam (Earthen Renewal) #show Telluric Burst
suppressmacrofailures
stopcasting
cast Earthen Renewal
cast Telluric Burst
cast Bloom
cast Resurgence
cast Ruin
cast Radiant Spores
cast Withering Vine
Standing Spam (no Earthen Renewal) #show Frozen Wind
suppressmacrofailures
cast Telluric Burst
cast Bloom
cast Resurgence
cast Frozen Wind
cast Radiant Spores
Debuffs, with Purge #show Expel Boon
suppressmacrofailures
cast Expel Boon
cast Radiant Spores
cast Ruin
cast Blight
cast Withering Vine
Debuffs, no Purge #show Radiant Spores
suppressmacrofailures
cast Radiant Spores
cast Ruin
cast Blight
cast Withering Vine
Primary Big Heal (Cold Snap) #show Cold Snap
suppressmacrofailures
use @self Warmonger's Charm
cast Cold Snap
cast Earthen Renewal
Secondary Big Heal (Essence Surge) #show Essence Surge
suppressmacrofailures
cast Wild Growth
cast Essence Surge
cast Flourish

Key Abilities

  • Essence Conversion IMPORTANT. This is how you regen mana AND how you proc Natural Awareness before your big heals. Use it whenever Natural Awareness isn't already up from Withering Vine or Bloom in your spam, it's a major part of the spec.
  • Natural Awareness Chloromancer buff, increases Intelligence for 5 seconds. Proc it (via Essence Conversion, Withering Vine, or Bloom) before casting your big heals for maximum output.
  • Cold Snap → Ground Zero → Earthen Renewal Your primary big-heal chain. Cold Snap follows Ground Zero. Don't fire Cold Snap alone unless Ground Zero is on cooldown.
  • Wild Growth → Essence Surge → Flourish Secondary big heal. Wild Growth dumps all charge and buffs Chloro healing 10s, Essence Surge heals a huge amount, Flourish regains charge. Costs 2 GCDs.
  • Natural Conversion Reactive heal when an ally takes damage. If you know a big hit is coming you can get upwards of a 100k heal, but it's usually wasted if you can't read the incoming damage. High skill ceiling, huge payoff.
  • Mending Response Similar to Natural Conversion but returns a % of each hit taken for 5 seconds. Just use it on cooldown whenever you can.
  • Expel Harm Cleanse.
  • Frozen Wind AoE cleanse, built into the standing spam (cast twice with Telluric for two 1-second casts to cover the cooldown gap).
  • Frozen Ground AoE that slows enemies and buffs allies, with a chance to freeze.
  • Frost Barrier + Earthen Barrier Put Frost Barrier on your primary damage dealer and Earthen on the secondary. Use Earthen Barrier to swap onto whoever suddenly needs help.
  • Suspended Reanimation Your resurrect / rez.
  • Earthwalk Pseudo Break Free, removes all CC and teleports you to an ally.
  • Bitter Gust Your pull. Don't use it unless you know exactly what you're doing or playing around a specific target, it's usually more of a liability than a benefit.

Tips & Notes

  • Moving = Earthen Renewal spam (Telluric Burst); standing = Frozen Wind spam. While standing, once you hit 10 stacks of the buff, manually fire the Earthen Renewal macro.
  • Proc Natural Awareness (via Essence Conversion, Withering Vine, or Bloom) before your big heals. Essence Conversion also regens your mana, lean on it.
  • Cold Snap is meant to follow Ground Zero. Don't fire it alone unless Ground Zero is on cooldown. Pre-cast a Chloromancer ability so Natural Awareness procs first.
  • The Essence Surge big heal costs 2 GCDs and all your charge. Use it to spot-heal, or fully commit (cast nothing else) to guarantee it lands.
  • Frost Barrier on primary DPS, Earthen Barrier on secondary, swap Earthen to whoever needs help.
  • Natural Conversion is a reactive heal, timed to an incoming big hit it can top 100k, but it's wasted if you can't read the damage. Mending Response is the fire-and-forget version. Use on cooldown.
  • Earthwalk clears CC and teleports you to an ally (pseudo Break Free). Bitter Gust (pull) is situational, usually skip it.