ToME: the Tales of Maj'Eyal

Current workable archmage builds?
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Author:  Relic [ Tue Oct 23, 2018 3:48 am ]
Post subject:  Current workable archmage builds?

I am wondering what the current builds that work decently for an archmage are. Do all of them rely on the time shield and distruption shield as much as it seems? Is the phantasm tree ever used?

Wildfire build seems most workable.

Tri-beam tempest seems to work decently well.

Author:  Arcvasti [ Tue Oct 23, 2018 4:50 am ]
Post subject:  Re: Current workable archmage builds?

Phantasm gives two fairly cheap sustains so that disperse magic doesn't wreck you quite as hard and illuminate might be useful out of combat once in a blue moon. Aether is probably the best not Wildfire one, because Aether Beam is super weird and buggy. Plus using Aether Avatar to activate Disruption Shield eliminates a fair chunk of tedium.

Author:  Chronosplit [ Sat Nov 03, 2018 8:14 pm ]
Post subject:  Re: Current workable archmage builds?

The way I see this one it's like this:

-Earth/Stone: Arcane Blade and Stone Warden have both trees, and generally do them better for various good reasons. The Earth tree itself is great utility though.
-Air/Storm: On an Archmage this is actually pretty good. Daze isn't bad at all on a class that doesn't want to be up close, and you want a lot of it for your Hurricanes to do things. Another thing of note is that this can be very draining to your resources, which actually isn't a bad thing for Disruption Shield. I don't really know if Spellcraft's secondary effect carries with Hurricanes, but if so 20% damage reduction isn't a bad thing to spread around at all. Save beating may or may not be an issue however, keep this in mind for harder difficulties (though yes, Shock makes this a tiny bit less of an issue). In lower difficulties, boosting MAG/WIL/CUN may even be enough to carry around The Jolt to spread around Brainlock too. The only issue here is that some of your most damaging talents do highly variable damage.
-Arcane/Aether: Great focus. You have a lot of gear that buffs Arcane damage/resist, and Aether Avatar helps with your shield. Under the right amount of luck and 5/5 Arcane Power, you might even find Aether Permeation to be worth it.
-Water/Ice: The status this revolves around is great and Uttercold is an amazing buff to your damage strategy (100% iceblock pierce), but you don't really do a ton of damage at once outside of Freeze and it's a commonly resisted element besides. I'd suggest not putting all your damage into Cold when doing this build for that reason. The ice piercing is for all damage at least.
-Fire/Wildfire: You know it, you love it, some meme it. I don't think I really need to bring it up.

Phantasm might be better on Archamage than Shadowblade, but that tree still needs a redo IMO.

Author:  Arcvasti [ Sun Nov 04, 2018 4:34 am ]
Post subject:  Re: Current workable archmage builds?

Aether Permeation is basically never worth it, sadly. Even with 80% arcane resistance, that still caps you at 52% resistance to all elements, which you may note as being 18% less then without taking the prodigy. 80% arcane resistance is also nearly impossible without either welding a couple fixedarts to yourself or having Disruption Shield break, neither of which is a good thing.

There's also the fact that none of the elements besides Fire/Wildfire can actually kill enemies with vitality or similar. Add in the fact that Wildfire constantly cleanses slows/bleeds/poisons you get slapped with and nothing is competitive with Wildfire at all for killing things. Which is something that archmage has trouble with in the first place without AAD cheese.

All this is for insane+, of course. If you're on a difficulty where maxhp isn't high enough for vitality to be a nigh-insurmountable obstacle or if you have some other good way ot reducing healing, you could probably make any of the high elemental categories work. Ice gets memed about being bad a lot, but freeze is a pretty good status and you have ways to reduce stun resistance so it works on everything. Whereas Stone has nothing besides Earthquake really going for it.

Author:  grobblewobble [ Fri Mar 15, 2019 6:24 pm ]
Post subject:  Re: Current workable archmage builds?

On normal difficulty I had a lot of fun with a hybrid wildfire / storm build. Air / storm doesn't use up that many points, so you can combine them with a second element quite well. It will make crowds of monsters melt like butter.

Author:  Delmuir [ Sat Apr 06, 2019 11:57 pm ]
Post subject:  Re: Current workable archmage builds?

I'm a strong advocate on Normal and Nightmare for the Arcane/Aether Mage, with water/ice as a backup. On Insane, you need to get a little lucky to survive the early game. I've never won with this build on Insane but I've made it through the prides and I'm actually a pretty sloppy player so...

It's pretty simple; I usually take the first two skills in the water category at one point apiece and then unlock the Aether category at level 10, depending on whether or not you've acquired a decent shield rune. If not, I might unlock Temporal instead (definitely if playing Nightmare).

I prefer the Higher class though a Skeleton works nicely as well. I sometimes focus more on cold with the skeleton as it can survive a bit better if things get up close.

Arcane Vortex followed by Manathrust is your bread and butter in the early game (and for a long time afterwards), then it's freeze followed by Aether Beam and Aether Breach, and then Aether Avatar lets you just layer them. Then pick up Meta: Spellcraft (significantly improves your ability to not kill yourself) and then, finally, max Pure Aether. At that point with Avatar, you can layer so much damage (just Beam and Breach over and over again as often as possible... don't waste a turn with Avatar active) that very few things will live long enough to cause you any problems.

Depending on whether or not you picked up Temporal or found gloves of dispersion, you may or may not have enough points for Metaflow or Shivgoroth Form or Utter Cold and so on. There's some flexibility.

Regarding prodigies, never pick up Aether Permeation. It's terrible. The math on it is weird and so it's even worse than it seems. Sadly, I've tried everything and I just can't get it to be useful. Go with Cauterize and Arcane Amplification Drone if you have access to it. Otherwise I like Spine of the World IF I've picked up a couple of escorts with Unflinching Resolve or the Celestial: Light category. Unbreakable Will is nice though I prefer nixing a large number of physical effects and just maintaining a rune or infusion that'll deal with one mental effect.

If you throw a few more points into cold and get Utter Cold then you can freeze an enemy and then just layer on Aether attacks... whatever it is, it'll die quick.

The most likely way to die with this build is self-inflicted. Confusion can have you wander into an Aether Breach or Beam. A worst-case scenario is that you'll get pulled into your own Aether Beam, get silenced by it, leaving you no way out. As a result, I strongly advice having a Psychoportation torque and silence resistance IF you can max it, though the latter is pretty hard to find.

Bottom line is that it's riskier than a Wildfire build, which generally lets you stay out of danger, but it gets going faster and it kills things in a freakin' hurry.

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