[1.6.x] A Eulogy to Madness Archmage

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Mex
Thalore
Posts: 177
Joined: Tue Jul 22, 2014 10:20 pm

[1.6.x] A Eulogy to Madness Archmage

#1 Post by Mex »

Let’s take a trip down nerf lane.

For those of you outside the elitist circles I am a retired three times Madness winner. If you use the international competitive standards, only my Possessor win counts, but nevertheless my wins are: I wrote guides for the first two. These are now mostly out of date (you’re about to find out why), but they can still be found on the forums. My Possessor run was streamed entirely on Twitch and I even roleplayed out savescumming patrols/hell portal.

I’m going to be covering Archmage and what made it great, the nerfs that followed and why I think you can still win Madness.

Archmage

What made Wildfire Archmage the best class?

Archmage was a Madness win waiting to happen. My win came ahead of nerfs to Marauder/Berserker which were able to dish out a lot of damage and use Unstoppable to remain immortal during combat. Archmage had the next best thing: the ability to remain almost immortal.

Shields are just a number

Archmage has access to several types of damage shields, which all stack and were doubled in power by using Aegis:
  • Temporal Shield – A strong early game shield that lowered negative effect durations with a long duration.
  • Displacement Shield – This has never been good. Back then it used to trigger last in the chain of shields meaning you had to expose your health pool. Nowadays it is still bad due to the mana cost being quite high.
  • Disruption Shield – The way this used to work was that damage you took would be converted to mana at a rate of 0.15. If you went beyond your max mana it would break. This meant you had to pre drain mana and manually manage it. A hassle but not too material for Madness. Of course, this meant that with around 1,000 empty mana you would get EHP of around 6.5k. Heroism was a great way to generate empty mana as it increased your WIL and also gave some -HP.
  • Arcane Shield – This sustain converts any heals you receive into a short duration damage shield. The obvious combination here is with Arcane Reconstruction which heals for around 800 and would generate a shield of 400… Doesn’t sound that great right.
At this point Archmage is already quite tanky, being able to get to around 10k EHP. What really pushed this into Madness viability was access to Bathe in Light in the Celestial/Light category from an Anorithil escort. Bathe in Light generated an AoE that healed every turn and created a shield in addition to boosting your healing modifier. It also refreshed any damage shield duration. As if that weren’t enough, this and Arcane Shield were capable of criting, which meant you ended up double dipping into crit mod and heal mod. The results were ridiculous shields per turn and the ability to pump out an 8k+ shield just from Arcane Reconstruction.

What about status effects?

Having massive EHP is meaningless if you can get perma stunned/locked out by status effects. Wildfire Archmage had a few ways to deal with this:
  • Movement Infusion – Stun was the most common and dangerous status effect. Movement infusions gave you immunity for a few turns which allowed you to circumvent the most threatening effect in the game.
  • Cleansing Flames – 50% chance every turn to remove a negative effect from you. In combination with Blastwave in a Stone Wall you could quite easily cleanse effects. There is nothing that compares to this other than immunity to status effects…
  • Draconic Will – 15 turn cd with a 5 turn duration that could be extended and cd reduced. It completely removes a significant aspect of the game. Quite often these sorts of abilities are broken and this is no exception.
One of the other issues of course was having Disperse Magic or Corrupted Negation cast against you. From what I recall this happened very rarely but when it did you could reposition and reload given the low cds and ability to refresh spells.

You know you have to actually kill stuff?

This is ultimately the biggest shortfall of Archmage – it takes forever to kill anything (50 hours to be precise). There are a few ways to give yourself an advantage:
  • Corner sniping – Using zig zag tunnels you can aim your Fireflash and Inferno diagonally hitting things even if they can’t see you. Do I need to explain why this is good?
  • Cleansing Flames – Vitality used to be a huge issue because it scaled off max HP. This was the only way to remove it.
  • Disperse Magic – Removing Blurred Mortality or other EHP sustains was a good way to deal effective damage.
  • Wildfire – Being able to focus everything into fire made things not as bad.
That’s it. There really is no other way.

What about positioning?

Often overlooked but where your enemies are is probably uniquely important to Madness. If you know where enemies are you can easily corner snipe or recover accordingly:
  • Zig zag tunnels – Using Pulverizing Auger you can dig into walls and create zig zag tunnels. You will develop a compulsive disorder if you don’t already have one. Yes, I did turn maps into zipper embroidery. In an ideal world you would face every enemy in the game one to one with the ability to rest in between. The zig zag tunnels allow you to mostly force that condition. Like Draconic Will it allows you to warp/ignore core game mechanics.
  • Movement Infusion – In addition to immunity you can use this to traverse zig zag tunnels quickly and effectively. It also allows you to get a clean Stone Wall off as enemies will keep the tile you are trying to block open.
  • Arcane Eye – You can tag this on to any creature (including yourself) for a free spy service. Using it on yourself is a good way to bypass stealth. Again, ignoring game mechanics is generally strong.
  • Vision – This let’s you know where to place Arcane Eye and speeds up zig zag tunnelling, so you don’t accidentally dig into another room. Archmage has wall hacks basically.
The cherries on top

All the above was supported further by spell cd reduction from Quicken Spells (30%) and the two spell cd egos from pickaxe and boots (20%) – bringing your spell cd to 50% overall.

Shalore also played a role by adding exactly what we wanted the most, spell crit chance and mod and Timeless to extend effects and decrease cds/status effects.

Disperse Magic had a low 7 turn cd which allowed you to remove all the annoying sustains such as Essence of Speed or others.

Stone Wall had the perfect duration allowing for rotations of 15 turns of cd and 5 turns of active combat lining up perfectly with Draconic Will, Bathe in Light and Arcane Reconstruction.

Archmage also didn’t really rely on any Artifacts, just aiming for the above and you were good to go.

What about the other Archmages?

The other types of Archmage either relied on applying status effects to be good (Ice/Storm), which is almost impossible on Madness due to high enemy saves, or just did not match the power/versatility of Wildfire (Arcane/Stone).

Present day

Nothing lasts forever. Most of the above has effectively been dismantled either directly or indirectly.

General mechanics

Some might say these are what made Madness truly great:
  • Drowning – At the start of the game you could visit Last Hope (I made an addon to do this automatically) to drown boss/elite citizens. You would get their exp and their items (these were Tier 5), which smoothed out the early game. This has been completely removed, you now start out with some more exp but no items to get you going.
  • Point scumming – You used to be able to respec your abilities at any point, which meant, with enough dedication you could float the last few points in between using active skills to treat all of them as being 5/5. This was, as you can imagine, incredibly tedious. Nowadays you can only respect 4-5 turns after engaging in combat so there are some limited applications with Stone Wall if you feel adventurous.
  • Stair dancing – It was possible to go up stairs at any point. This didn’t really matter for Archmage but it meant you could kill an enemy quickly and then retreat safely and redo all your buffs.
  • AI improvements – Enemies will cast Disperse/Corrupted Negation more frequently.
The death of Archmage

There are two ways to win a game: winning it and getting everything you used to win nerfed:
  • Disperse Magic – Used to be 7 turns of cd now it’s 25. Obviously not being able to use this as frequently sucks. A new rune was added so everyone has access to this.
  • Movement Infusion – No longer grants stun immunity. This is probably not a big deal for Archmage but I imagine this severely hurt other classes. You still need this to make effective use of the zig zag tunnels.
  • Heroism Infusion – Severely nerfed and no longer grants stats. This was great to stack with other shields and to use the empty mana for Disruption Shield.
  • Draconic Will – Now has a fixed cooldown and cannot be extended. Again, this is probably something that hurts other classes more as the duration/cd still match up fine with Stone Wall.
  • Timeless – Now has a fixed cooldown and so does not benefit from being reset with Metaflow or the spell cd reductions. This was a significant nerf. It’s still somewhat good but not as broken as it used to be. It was never essential for the build but added an extra layer of security.
  • Disruption Shield – This has been “fixed”, and I mean that in the pet sense. Now you will lose mana instead of gaining it and the amount it can absorb generally is considerably reduced. It is probably only a bit better than Temporal Shield. To make matters worse this marks the beginning of Archmage’s mana problems. It is almost impossible to sustain expensive spells at the risk of reducing your EHP significantly. This change has probably gutted the class than any other.
  • Stone Wall – Used to be 40 cd now it’s 60. You will need to use Stone Wrap if you want to reliably use Stone Walls.
  • Bathe in Light – This spell became infamous to the point that Anorithil escorts had to be removed. Amusingly the first “round” of nerfs ended up buffing the heal mod this gave, making it even stronger. Either way it is now no longer accessible, which really begs the question: what are you even spending your generics on now?
I can’t say that I’m sure what the point of nerfing a single player game achieves. There are probably others but these are the highlights.

A short Arcane Blade intermission

My second win involved abusing the changes to the spell procs available to AB. Pulverizing Auger is a beam spell which benefits from the accuracy bonus present on staffs (and short staffs), effectively converting any accuracy you have above defence into a bonus to your Pulverizing Auger triggers. Add to this the Mercy proc (which is physical damage as a % of missing HP), in addition to the Physical damage bonus from AB and you have one of, if not the, highest damage dealer in the game.

This class shone bright but not for long:
  • Staff accuracy bonus – Was nerfed into oblivion – you now have to use shields which will not benefit you spell damage.
  • Earthrunes hat ego – You used to be able to get level 1 Stone Wall on wizard hats. AB needed this along with Stone Wrap to effectively chain shields and abilities as they do not have access to Metaflow. Without this you are unable to sustain the short bursts of high shields.
  • Burrow mindstar ego – You used to be able to use this with a Movement Infusion to quickly zig zag tunnels. You can still use Pulverizing Auger, I guess. It is now removed, enjoy more tedium and if you are not AB, AM or Archmage good luck making zig zag tunnels.
  • Disruption glove ego – This was also removed. I guess you can waste an Inscription slot for this instead now.
  • Evasion – You could get a nice 30%+ attack evasion. This was significant as melee attacks tended to do the most damage. This has since been replaced with an irrelevant ability.
  • Dirty Fighting – Minor one but this used to be a free hit/opener which was nice.
In combination with the above nerfs, AB has been stripped of its Madness potential.

How can I pay money to win the game?

Possessor remains untouched from what I can tell. The abuses here are:
  • Bathe in Light – Use projection and cast this/cancel it to cast this all the time.
  • Shade – Make the Shade copy you and you double up on everything.
There’s your nerf list. You can look at my Twitch replay if you really want to see more but the class is so broken it makes Madness ok to play.

How can I win the game and still pay money but not with Possessor?

It is possible to win with Archmage in 1.6. I have neither the will nor time to do a full run but having tested the final fight I am relatively confident it is doable. In short:
  • Ghoul is now Tier S – You can take a max 50% of HP in any damage instance and this is applied before shields (rather than after as it used to). This means that you can get to significantly high damage negation instances such that you can survive a few turns. Being a Ghoul sucks though as you don’t have access to Movement Infusion – this kills the zig zag.
  • Technomancer – With a small donation you can access Embers of Rage and win the game. We are only really using this to pick up spider bots to add around 10 instances of damage avoidance. Oh, and we also get access to rocket boots which solves our Movement Infusion issue. The other tinkers are nice, but I would not bother investing further points. There is also a bug with rocket boots that lets you use them at no steam, but I don’t promote exploits.
  • Stormshields – These are good to stack more instances; you could probably run two.
  • Lowering your mana requirements – You will probably need to run two mana runes. Inferno is dropped as it is too mana intensive and you will have to make concessions in either Cleansing Flames and/or Burning Wake. Your damage will be lower but with Madness HP being nerfed this shouldn’t be too bad.
  • Charm Mastery – All these free generics mean we can pick up this skill (and Track). Use this with Stone Wrap to reclaim the former glory of Stone Walls.
Good luck.
<shesh> cursed is fine

Arcvasti
Wyrmic
Posts: 269
Joined: Sat Apr 29, 2017 9:39 pm

Re: [1.6.x] A Eulogy to Madness Archmage

#2 Post by Arcvasti »

You cannot possess your Shade anymore(or training dummies, for that matter), they now both have the immune_possession tag, which makes them immune to being possessed.

Which isn't to say that Possessor doesn't have tons of other things to abuse, of course.

Kirk
Wayist
Posts: 17
Joined: Tue Jun 02, 2015 4:26 pm

Re: [1.6.x] A Eulogy to Madness Archmage

#3 Post by Kirk »

Sir, can you please vacate these forums, we had an agreement with the state that you never return here, else news of your sordid past involving a deer may slip out.

TinyReaver
Yeek
Posts: 10
Joined: Mon Sep 25, 2017 6:06 pm

Re: [1.6.x] A Eulogy to Madness Archmage

#4 Post by TinyReaver »

yo dude still running behind deers?
Arachnomancer will live.

My precious minigame guide

Micbran
Sher'Tul
Posts: 1154
Joined: Sun Jun 15, 2014 12:19 am
Location: Yeehaw, pardner

Re: [1.6.x] A Eulogy to Madness Archmage

#5 Post by Micbran »

Mex, please come back, we deerly miss you.

Just don't do what you did last time.
A little bit of a starters guide written by yours truly here.

GlassGo
Uruivellas
Posts: 732
Joined: Wed Nov 06, 2013 1:21 pm
Location: From Russia with atchoum!

Re: [1.6.x] A Eulogy to Madness Archmage

#6 Post by GlassGo »

Mex, ust dismiss these stupid deer jokes and come back.
English isn't my native language.

Weiszklee
Posts: 1
Joined: Sat Aug 08, 2020 1:25 pm

Re: [1.6.x] A Eulogy to Madness Archmage

#7 Post by Weiszklee »

I recently won Nightmare with Wildfire: https://te4.org/characters/232846/tome/ ... b104a9ba3a I realize that this is a far cry from Madness - I didn't zig-zag at all, had the Movement Infusion just as a defense against Antimagic Zones, auto-explored through High Peak and so on ... But I still have some observations:
  • I tried Stormshield before lucking into the Reflection Shield rune, it did have its moments, but it could just as easily do nothing because it counts your self-inflicted damage, which is hard to avoid. Also some enemies (and especially groups) can just hack through all Stormshield stacks in one turn and still have some damage left after. Without the Reflection, I probably would have replaced Stormshield with a normal Shielding (although perhaps Stornshield is better for the final fight).
  • Not really sure what the mana problems are that this is talking about. My Manasurge rune gives 100 Mana plus 800 over 10 turns, on an 8 turn cooldown. I don't think I could use that much mana if I tried, just have to not rely on Disruption Shield too much, it's sort of the last line of defense, catching whatever damage makes it through the other shields (and whatever damage you take while auto-exploring). I only had mana problems when I didn't have mana regen on my gear, you need some regen for the Manasurge rune to be that strong. Without mana problems, Inferno and Displacement Shield are well worth it once you get your max mana up.
  • 1.7 seems to be bringing some buffs to Archmage as far as I undertand it: https://te4.org/blogs/darkgod/2020/07/n ... 1-upon-you

Bursade
Low Yeek
Posts: 8
Joined: Fri Apr 01, 2016 6:12 pm

Re: [1.6.x] A Eulogy to Madness Archmage

#8 Post by Bursade »

What's up with the deer jokes? Don't you play anymore Mex?

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