Showing posts with label Archmage. Show all posts
Showing posts with label Archmage. Show all posts

Friday, December 12, 2008

Warhammer online Build: Archmage Template



This will be a PvP virgin healer build for the Archmage in Warhammer online. Before implementing this template please read the "Weakness" section. With this build you can easily keep your allies up, you will have the most healing possible on the Order side in Warhammer online.

  • Willpower = adds to your % chance to disrupt hostile spells and adds to healing power in Warhammer online

  • Wounds = adds to hit points in warhammer online

  • Initiative = Increases your chance to dodge ranged attacks, detect stealthed opponents and makes it more difficult for enemies to critically hit you in warhammer online.


The 25 points will be placed as follows: (There will be a few extra points due to RvR rewards, however we will not use them here)

15 in "Isha"
Buy the following skills in the Isha tree for one point each:
  • Balanced Mending

  • Balance Essence

  • Funnel Essence

  • Wild Healing

  • Magical Infusion

  • Winds' Protection


Skills in the tree you do not buy: "Bolstering Boon".

The last 4 points will be put in the "Vaul" tree. Any additional points should also be placed in "Vaul", there is no reason to buy the bottom skill in the tree.

80 RvR points to be placed in:

  • Resolve level 1 = 1 point

  • Resolve level 2 = 3 points

  • Resolve level 3 = 6 points

  • Resolve level 4 = 10 points

  • Resolve level 5 = 14 points


  • Impetus level 1 = 1 point

  • impetus level 2 = 3 points


  • Discipline level 1 = 2 points

  • Discipline level 2 = 4 points

  • Discipline level 3 = 6 points


  • Spiritual Refinement level 1 = 5 points

  • Spiritual Refinement level 2 = 10 points

  • Spiritual Refinement level 3 = 15 points


The purpose of this build is to be able to put out the most healing possible.
Here are the planned active morale skills:

  • Level 1 = Divine favor

  • Level 2 = Rampaging Siphon

  • Level 3 = Divine Protection

  • Level 4 = Winds' Protection


Slotted Tactics can be changed "on the fly", as long as you are not in combat. Since there are 5 quick slots available, I would use each one in a different situation. One for PvP fight, one for PvE Group, and one for PvE solo. Here is my choice for a "PvP fight"(Heal):

  • Master of Tranquility

  • Discipline

  • Balanced Mending

  • Wild Healing


Build Strength:

No one on the order side in warhammer online can out-heal this build, this is simple raw healing that cannot be matched.

Build Weakness:

Extremely weak in PvE Solo. You may wish to play a "DPS" build and then implement this when you hit 40 for PvP healing. You will really be hurting if you try to use this build in PvE solo.

You can see this build You can see this build here


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Monday, September 15, 2008

High Elf Archmage class review



Overview:
The High Elves are known far and wide as the most powerful mages in the world, and the Archmages are the best even among their own kin. Capable of weaving all of the Winds of Magic together in complex and subtle ways, the Archmages can easily turn the tide of battle in their favor.

As the only true experts in the use of High Magic, the Archmages have learned to achieve the ultimate balance between healing their allies, and smiting their enemies. While most commonly classified as a Healer, it would be a grave mistake to keep him from using his magical attacks in a fight. Every cast of a healing ability builds up Tranquility, thereby improving the destructive attacks. Each destructive attack adds to the Force pool, which in turn lessens the cost of the heals.

Strengths:
  • Many single and group heals

  • Resurrection ability

  • Damage wards and buffs


Weaknesses:
  • Paper Armor

  • Action Points run low often

  • Pulls aggro quickly


PvE Overview
For a healer class, the Archmage is really quite an effective soloer. The heals will keep him alive long enough for his magical damage over time strikes to whittle the enemy down. The long range of the damage spells mean that most often, the enemy is near death before reaching melee distance. Remember to use a comparable amount of beneficial spells to attack abilities; achieving a balance between Tranquility and Force makes for a stronger Archmage.

RvR Overview
An Archmage is a strong addition to any group. The heals and group buffs will keep everyone alive, allowing the tank and DPS classes to do their best. The Archmage's heals have a very long range, allowing him to stay at a safe distance during the more difficult battles. Building up Force is necessary to maintain his Action Points pool, so he will need to joust forward to land his own damaging attacks during the fights.

Archmage Mastery Paths
Path of Isha: The Path of Isha is focused on restoring health and life to the Archmage's allies. A skilled Master of this path will be adept at weaving offensive magic in with his healing magic, greatly extending the efficiency of his beneficial spells..

Path of Asuryan: The Path of Asuryan is primarily aimed at bringing forth the destructive side of the Winds of Magic. An Archmage who specializes in this path will become adept at raining down doom upon his foes, while simultaneously manipulating the flows of arcane power to fuel his healing magic as well.


Path of Vaul: The Path of Vaul is a subtle Mastery that focuses on both crippling the Archmage's enemies, and strengthening his allies. The specialist in this Mastery relies on cunning effects to lead his foes to an inevitable doom which they won't even realize is approaching until it's too late.

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Sunday, August 10, 2008

What class to choose as Order - An analysis of class population.



I have seen a lot of questions recently about what classes are over populated, under represented etc., so I thought I would post a quick break down.

I am going to start with Order side.

Under represented:

1. Tanks of either kind. Ironbreakers and Sword Masters seem to be very scarce. There actually seem to be more Ironbreakers in my experience but its very close.

2. Archmages. This class is an incredible healer but you see very few of them. Its really too bad because they are as good and versatile as the Shaman, which is over represented on the Destruction side.

3. Shadow Warrior. I see very few of these running around. They recieved a buff in 3.3 so maybe that will change.

Medium Population:

1. White Lions. I hesitated to put them here. I see quite a few of them but I still think Order could use a few more.

2. Engineers. I see a number of them around, would like to see more because they are a unique class and really good at Keep/flag defense.

3. Rune Priests. Perhaps the best Pure healers in the game (followed by Zealots). Can almost never have too many of 'em!

Overpopulated

Bright Wizards, Warrior Priests and Witch Hunters. I will lump these all together because there are entirely too many of them. They seem to be a dime a dozen.

Everytime I see Order get destroyed in Scenarios its because of the lack of Class Diversity. Destruction does not seem to have this problem. They normally field a good amount of tanks, melee DPS, ranged DPS and healers.

Order is just the opposite, I will log into a Scenario and look around, only to see 6 Bright Wizards, 4 Witch Hunters and 2 Warrior Priests. Order can NOT win that way. To succeed in WAR you need tanks, you NEED more than one healer class, Ranged DPS class or melee class.

If you plan to play Order please pick a needed class. If class trends continue like this into release Order is going to get dominated and its not from being outnumbered. Instead they will get dominated because they have no tanks to hold the front line, no Archmages to help heal and only Bright Wizards providing ranged DPS.


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Thursday, July 31, 2008

3.2 ArchMage Data by Cmenion




Rank 15 ArchMage
RenownRank 11

Im here to give a review on the Allmighty Archmage. If i had to use one word to describe the ArchMage, it would be: "PWNAGE"! Archmage is the Range Dps Healer for the HighElvz. Specializes in DoT and Heals. I could find little flaws in the archmage, one thing was the lack of CC at level 15. I did however take a look at all the powers in the trainer menu and noticed there was CC down the line. Ive noticed a few people complaining about the Searing Touch nerf in 3.2, but it so far, it hasnt effected my ability to pwn by much. At level 8 you aqquire your first morale ability, and instant cast power heal. Useable every one min. (morale abilitys can only be used once a minute, use one, and it will trigger cooldowns on all 4 tiers, so use them wisely). This power saves the day in PvE and RvR. With this power you will be able to solo 2+ mobs at once.

A great mechanic with the Archmage is the High magic, its identical to what the little shammy has. Cast DPS, you build a bonus on your healing spells and vice versa. What makes it cool is the powers have diffrent effects per point of high magic, for instance, the more high magic you have, could either reduce casting time on a healing spell making it instant cast, or enhance the damage of a DoT spell. I find this mechanic awesome for this archtype. Goes great in RvR when your going back and forth from healing to dps, trying to dish out DoTs as fast as you can to build you instant cast heal. Its allot of fun and takes allot of practice to get down right.

In public quests, im usually in the top 5. I have worked a little harder and gotten first a few times, but TBH on a public quest its not neccessry to work that hard.

In scenarios its not uncommon for me the have dealt top 3 damage and top 3 heals at the same time. Again, it all boils down to how hard do you want to work those fingers. In open RvR i find myself in the same boat. If im with a compitent team and we stick together, 9 times out of 10 were going to pwn and equal force. Archmage is a great class, most fun ive had in an MMO in years.


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Tuesday, April 22, 2008

Archmage Review - Thoughts on class.



Level 22 RR 11
Use: PvP Scenarios and Open World PvP. Grouped and ungrouped.
Specs: All three, though I prefer Vaul.

One thing that I find about the Archmage that's really engaging is the amount of concentration and ability that goes into playing one. Finding a fine balance between DPS and healing can be hard to do, as sometimes you get caught up in the moment and forget to heal while you're tossing some nukes around, or you end up sitting back and healing and not doing any damage. It's a fine balancing act that, if mastered, really gives that extra umph to the class to let it shine.

Path of Isha
Funnel Essence - The 0 AP 150 range channeled lifetap is an awesome, awesome ability. Kudos for putting it where it is, as it's very powerful and efficient of a spell. It's perfect for harassing enemy casters or catching runners thanks to it's wonderful range, and because it hits every second (seems faster sometimes) for the entire duration of the channel, it's great at interrupting other spell casters. It gives healers a safe and easy way to deal damage, while still keeping allies and themselves alive.

Balance Essence (name?) - I'm talking about the single target 2s cast lifetap that's early in the tree. It feels a bit weak due to the subpar damage, but seeing as it's a 100% return on damage to life it's understandable. I just didn't find myself using this spell very often, mostly because if I wanted to do damage it was much more mana efficient to toss a Law of Conductivity on someone and just to back to healing. The 2s timer seems a bit excessive, and it really seems like you're better off just tossing a big heal on someone, or casting a DoT instead. I'd suggest tweaking the numbers around just a little on this one, because if we're using templates and I'm not able to break 100 damage on an equal level target, I can only imagine how atrocious the damage must be without purple gear.

One question I have though, is how does Will Power factor into lifetaps? From my observations, it looks like willpower adds to the amount of health healed on the tail end of a lifetap. In a sense lifetaps benefit from both int (extra damage, more health returned due to more done) and willpower (adds to the heal effect). Can someone confirm this? It might be worth checking into whether or not an Isha spec AM can tweak his stats into a very heavy intelligence build to up the lifetap damage (and subsequently the amount healed), but still be able to heal better than a non-Isha AM due to mastery point benefits.

Path of Ashuryan
Ashurya's Rage - The instant cast DD on a 30 second timer. 65 foot range. I feel the timer is too great here, especially for a low tier mastery abilitiy. It's great for finishing people off that are nearby or for chasing a runner, but honestly the timer feels excessive. I'd suggest 15-20 seconds, as it gives the AM some much needed insta damage that primary nukers have. The damage seems about right for the AP cost, so no complaints there. One funny thing though, is that on my computer when someone dies there's a brief 1-2 second lag time where there is no enemy body or corpse. After that a naked corpse appears like normal, but it's fun to get kills with this spell due to the graphic. It looks like a giant pure white light coming down on someone's head...first time I killed someone with this spell and didn't see a body, I thought they had just been abducted. Was great for a giggle.

Winds of Ashuryan (name?) - The instant cast 30 second cool down AE spirit debuff. Wow. No wonder this baby has a steep cool down, anything you hit with this is in for a world of pain. With all my points in Ashuryan mastery, I was seeing some big crits on damage. 589ish for a radiant lance crit on most enemies that had been debuffed with this beforehand. I've not been able to bring someone from 100% to 0% in the entirety of the duration, which is good for balance. But, if I could have a 2nd AM that I could coordinate with over voice chat that would focus on my target after casting this spell I'd wager that just about anyone and everyone I felt needed to die would in 10 seconds or less would. I can see why there's a 30 second timer on it, so please don't shorten.

Forked Lancing - The tactic sounded neat at first, but honestly I don't think I've seen it work or seen a way to use it effectively enough to justify taking a tactic slot up. First off, I believe there's only a 25% chance of Radiant Lance splitting and hitting multiple people, so that's one red mark. The other red marks come the difficulty of using Radiant Lance to begin with (2s cast time), and the fact that the max split range is 30 ft from the target. More often then not, the AM's are in the back ranks, meaning that they most likely will not have the opportunity to cast this spell into the center of the dress convention on the other side. More often than not, the target is a tank or melee character that runs towards you, so the potential AE effect really has no use. My other complaint is that the lances that split off do less damage than the main one itself - I can understand the reason for doing this, but given the limited chance of the spell splitting in the first place I think dealing the full damage of a casted lance to the extra targets would be OK.

Overall a Ashuryan spec AM will see a very noticeable increase in damage, but one thing I found was that I had mana management issues. I feel that I had to spend more time actively thinking about the most opportune time to heal, and was watching my HM counter a lot more closely. Sure I can fry someone, but when I have no mana left to heal other people I do them a disservice. One thing I'd like to see, is a tactic unique to this tree that gives all your Ashuryan spells a 25-35% chance to build 2 high magic instead of 1. I think it would a bigger emphasis on the high magic system, and would help balance the damage to healing ratio.



Path of Vaul
First and foremost, this is not a solo spec. It's a very RvR heavy tree that relies on coordination with team mates to really shine. You won't be getting much glory or RP's with this tree, but you will be doing an immense job of pushing the enemy lines back, as well as almost assuring the death of any tank that runs towards your lines. This is my favored mastery, and I think it's the least used or understood of them all.

Law of Ages - the meat and potatoes spell. I think the major adversity to this mastery branch is just that people can't quantify exactly what losing 80 points of Toughness does since we don't know the formulas involved for determining damage. I think it was stated in the past that Mythic wouldn't be releasing any of the formula for stats and what not because they were overly complicated or something, but it'd be nice to know roughly how much more damage someone takes when affected by this spell. I could try to test some numbers on a before and after basis with AI monsters, but I'm under the impression those guys have pretty standard and high amount of toughness, and if the formula has diminishing returns players might get the impression this spell is actually weaker than it really is. The neat thing about toughness is that it's involves in all resistances, even spells, so everyone that does damage can benefit from this.

There's no cool down timer on the spell, which was really the best thing that could have been done. You folks were wise enough to have it build high magic as well, so it's a very well-rounded spell that can be spammed, but also help you keep your high magic up for the heals. The AoE is just icing on the cake, since it's not hard to blanket the entire chaos team with just 2-3 casts. I've seen DoK's and Zealots drop like flies to melee characters with this debuff on them, and the Bright Wizards really seem to enjoy the added damage to their AoE effects. Like I said, it's a very team oriented spell.

Winds of Something (name?) - the -50% heal value for 10 seconds is all it takes to nearly guarantee any tank running towards you is as good as dead, since they always seem to be the primary heal target for the enemy, and the primary target of all your ranged allies. This debuff insures that all that delicious healage the enemy throws on Rambo is wasted as he lights up like a christmas tree. The DoT component gives the spell some added gusto, and helps give this mastery line some overall damage to help with solo viability and pve content. My only complaint would be the wind up time on the cast, but given how decimating this spell can be it feels justified.

Radiant Gaze - A spell I don't see used much, especially by people who don't put points into Vaul to increase the damage on it. For a 2s cast time, the damage does seem underwhelming - but the true power lies in the added protection from crits. It's a great spell to toss onto a fast melee dps character, like a Witch Elf of Marader, who relies on dropping you as soon as possible. I sometimes use this spell, though it's usually only when I'm out solo or when I get ambushed. What I would like to see is this ability instead lower your chance to hit rather than the chance to crit.


-deep breath-
Overall I feel the class really fleshes out as it grows in levels, but having the ease of a premade level 20 character helps the class avoid some of the problems found at lower level. I still do not think we have proper escape tools or ways to peel a persistant tank/melee dps class off of us at lower levels.

I'd like to see a little more from the High Magic concept. I like the free spells with 3 charges, but I hate seeing them wasted on things like the insta HoT or cleansing light. I'd prefer that we have the option to turn the use of charges off for these spells.

Also, probably a pipe dream, but I'd like to see High Magic become more of a tool, rather than just an AP saver. I'd like to have 2 buttons, one that converts all my HM points into instant healing for my target, and another that converts it all into damage. Of course the values would scale based off the number of charges you have, and the results would probably have to be weaker than actually casting a spell (trade off since it's instant vs casted) - but having 5 HM points doesn't mean much to me when I'm still at full health and trying to kill someone.

------------

Rank: 23
Realm Rank: 9
Current spec: Full Isha (only spec skill is Funnel Essence)
Previous spec (thru Rank 21): Full Asuryan (with both spec abilities but no spec tactics)

Overall:
I'm finding it hard to figure out how to work with High Magic. Mostly, it seems very situational in usage for me--not at all the career-defining mechanic that I was expecting. More details later.

Healing power seems okay for both PvE and RvR, but healing overall feels sluggish. The heals I use/need the most are the big heal and the group heal. The heal+HOT is too expensive, too weak and has too long a build-up time to help me much except to top things off after a battle. The Core HOT is just too weak and too spread out. Funnel Essence rocks, but is also expensive AP-wise. When my enemies (NPC and player) are kind enough to leave me alone, I can crank out heals just fine.

Survivability seems pretty good for a squishy, but it requires quick and careful use of the shields and heals. The new setback mechanics also help in this regard. It's hard to balance defense with offense, though. A medium-sized combat heal would help a lot. Also, some kind of /face would be nice to counter the hyper-active, button-mashing, disabling, melee strafers who take full advantage of the "target is not in cone of fire" mechanic. Maybe some of the cc spells that I see coming up will help with this, but at this point, it's rough going.

Damage-wise, I have mixed feelings. Even with full Isha spec, I can solo fairly well, which is eons better than other MMORPG healer classes I've played. But in group situations, even with full Asuryan spec, I feel that I'm lacking in damage. I like that AMs aren't confined to the sit-back-and-heal role. I just hope player perception (fueled by the min/maxers) doesn't force AMs into that role anyway.

There are many inconsistencies between the spell descriptions on the training windows and the actual spells, which makes it hard to evaluate some things. Funnel Essence, for example, clearly costs AP (I see my AP bar dropping while I'm channeling it, anyway) and heals for an amount equal to the damage done, but according to the spell description it's free and heals for 0. In general, these need to be carefully combed through. It's frustrating to expect one thing and get something else.

High Magic:
I've tried some strategies for using HM effectively, but I'm still struggling.

When I solo, I'm naturally mixing offense (usually HM-generating, except lifetaps) and defense (HM-consuming). So I get some benefit from HM, but it never builds up to more than about 3-4 before I use a defensive spell and wipe it all out.

In groups where I'm primarily healing, I've tried throwing in a few nukes to get some HM going. It's hard to gauge the cost of the nuke vs. the AP benefit of the HM, so maybe I'm just wasting my time with these random nukes. Mostly I use Searing Touch or Law of Conductivity, since they're fast and relatively cheap (if I cut ST off after a tick or so). I avoid Radiant Lance and Radiant Gaze--2s build-up is way too long when I need to be healing, they're too expensive, and they don't do much (unspecced). There are some insta-cast spells in Vaul and Asuryan that might help here, but at the moment, my feeling is that nuking (and hence HM) is a bit of a luxury.

The only time I've seen HM build up to 5 is when I could focus solely on nuking for long enough--maybe there were multiple healers in the group or my group wasn't under fire at the time. But these situations have been rare so far.

There are some things I can try to get better use out of HM, but I think basically I'm just going to need to wait until I have enough Mastery points to build up a decent secondary spec. Having more useful spells around that can generate HM will definitely help a lot, especially since one HM-consuming spell wipes out a fair chunk of HM (3 or 4 that I've seen) while one HM-generating spell only builds up 1 point of HM.

Top/Fun Spells:Funnel Essence (although it would rock if it generated HM)
Searing Touch (both of these channeled spells could use a new sound effect, though, rather than the extremely un-elvish THUD! THUD! THUD! )
Shields

Losers:
Balance Essence: Way, way too little damage and healing for the AP cost and build-up time, especially since it doesn't generate HM. I respecced out of it.
Drain Magic: Also too slow and too little effect. It's not on my main 2 hotbars.
Radiant Lance/Gaze: Useful to begin a solo fight, but generally not worth it in the cost/benefit equation, even when I was specced for these (yes, I tried a Vaul spec once, briefly ).
Heal+HOT: I like HOTs in general, and I've tried to work this in, but it's just too much time and cost for too little.


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