Difference between revisions of "Archmage"

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(Talent Categories: Updated Aether order)
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==Strategy==
 
==Strategy==
  
===Mobility===
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===Strategy===
:''Excerpts from very old notes (circa beta 13):''
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For the comprehensive guide to Wildfire Archmage, see this forum topic: http://forums.te4.org/viewtopic.php?f=54&t=42019
  
IMHO [[Teleport (talent)|Teleport]] is not really that useful if you don't mess up severely. It teleports you a large range. Analogously to PD it will allow you to choose a target area and teleport others. However, the target area you can specify is huge! This reduces the use of TP to basically nil except absolute emergency "I gotta get out of this place - no matter where!" situations.
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A general shell for any race or element of Archmage should be similar to the above build, but without the expenditure in Fire or Wildfire, reprinted here as follows:
  
[[Phase door (talent)|Phase Door]] at level 4/5 or 5/5 is absolutely necessary because its utility will not only save your butt several times but also allows for advanced tactics and can save the butt of others (e.g. [[escorts|escort quest]] if the guy goes suicidal again, phase door him behind you and seal the passage. That stops him from running in certain death). PD is a must have for any character that has access to the skill!
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Spell/Arcane: 1/1/1/4
  
In beta 13, Phase Door was nerfed twice:
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Disruption Shield, while tedious, provides an incredible amount of shielding with correct use and allows Archmage to survive sudden unexpected damage without your other shields up.
*If the target is not in line of sight there is a 35% chance that the spell fizzles.
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*The radius of the target area is now (7 - raw talent level), i.e., at least 2.
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PD is not anymore a safe escape spell, and the precision is lowered. The tactics mentioned above must be adapted to the new situation.
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Spell/Earth: 1/1/1/4
  
[[Probability travel (talent)|Probability Travel]] in short just rocks. With it you can avoid hard situations, can get away quickly, can hop through obstacles that break LoS while a tough monster (e.g. a boss) has to walk around it etc etc. As a mage I usually try to get it as soon as possible. With my winner I started to keep it permanently active since level 18-19 - what meant that I had only ~100 maximum mana left in my manapool. That hurts but can be compensated with clever tactics - and PT allows you access to tons of clever tactics.
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Stone Wall allows you to isolate yourself, a problem enemy, or to block off sight or passages.
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Spell/Meta: 3/1/5/4
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Disperse Magic allows you to get rid of powerful and annoying sustains on opponents; Quicken Spells lowers the CD on your important utility spells; Metaflow allows you to just reset their cooldowns, all very strong.
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Spell/Temporal: 1/5/1/5
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The category that should probably be your first unlock. Time Shield is an instant, high strength, long duration shield; Time Prison allows you to wait out unexpected explosions from your Disruption Shield and save escorts; Essence of Time is global speed, though it's best saved for near the end of the game when the very high sustain is more manageable.
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Technique / Combat Training: 0/1/0/0
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Spell/Conveyance: 4/4/0/0
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Level 4 is both when Phase Door and Teleport allow you to choose where you want to land
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Spell/Divination: 4/3/1/0
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Arcane eye and Vision allow you to know what's coming and Keen senses allows you to see invisible and stealthed enemies and gives you more crit chance.
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Spell/Aegis: 4/5/2/4
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Is your bread and butter way to survive - Arcane Reconstruction + Arcane Shield gives you large shields, Shielding makes your shields stronger, and aegis buffs already strong shields into unbreakable ones.
  
 
{{classes}}
 
{{classes}}

Revision as of 08:23, 7 February 2016

Archmage

Archmage 128 bg.png

Metaclass Mage
Locked Yes
Starting Life 100
Life Rating -4
Stat Modifiers
Strength 0
Dexterity 0
Constitution 0
Magic +5
Willpower +3
Cunning +1

Locked Description

Hated, harrowed, hunted, hidden...

Our ways are forbidden, but our cause is just.

In our veiled valley we find solace from the world's wrath, free to study our arts.

Only through charity and friendship can you earn our trust.

Description

An Archmage devotes his whole life to the study of magic above anything else. Most Archmagi lack basic skills that others take for granted (like general fighting sense), but they make up for it by their raw magical power.

Archmagi start with knowledge of many schools of magic. However, they usually refuse to have anything to do with Necromancy.

Most Archmagi have been trained in the secret town of Angolwen and possess a unique spell to teleport to it directly. Their most important stats are: Magic and Willpower

Starting Equipment

Starting Talents

Talent Categories

Class
Type Name Mastery Locked Talents
Spell Arcane 1.3 No Arcane Power Manathrust Arcane Vortex Disruption Shield
Spell Fire 1.3 No Flame Flameshock Fireflash Inferno
Spell Earth 1.3 No Stone Skin Pulverizing Auger Mudslide Stone Wall
Spell Water 1.3 No Glacial Vapour Freeze Tidal Wave Shivgoroth Form
Spell Air 1.3 No Lightning Chain Lightning Feather Wind Thunderstorm
Spell Phantasm 1.3 No Illuminate Blur Sight Phantasmal Shield Invisibility
Spell Aether 1.3 Yes Aether Beam Aether Breach Aether Avatar Pure Aether
Spell Wildfire * 1.3 Yes Blastwave Burning Wake Cleansing Flames Wildfire
Spell Stone * 1.3 Yes Earthen Missiles Body of Stone Earthquake Crystalline Focus
Spell Ice * 1.3 Yes Ice Shards Frozen Ground Shatter Uttercold
Spell Storm * 1.3 Yes Nova Shock Hurricane Tempest
Spell Meta 1.3 Yes Disperse Magic Spellcraft Quicken Spells Metaflow
Spell Temporal 1.3 Yes Congeal Time Time Shield Time Prison Essence of Speed
Generic
Type Name Mastery Locked Talents
Spell Conveyance 1.3 No Phase Door Teleport Displacement Shield Probability Travel
Spell Divination 1.3 No Arcane Eye Keen Senses Vision Premonition
Spell Aegis 1.3 No Arcane Reconstruction Shielding Arcane Shield Aegis
Cunning Survival 0.9 Yes Heightened Senses Charm Mastery Piercing Sight Evasion

(*) Requires achievement

Strategy

Strategy

For the comprehensive guide to Wildfire Archmage, see this forum topic: http://forums.te4.org/viewtopic.php?f=54&t=42019

A general shell for any race or element of Archmage should be similar to the above build, but without the expenditure in Fire or Wildfire, reprinted here as follows:

Spell/Arcane: 1/1/1/4

Disruption Shield, while tedious, provides an incredible amount of shielding with correct use and allows Archmage to survive sudden unexpected damage without your other shields up.

Spell/Earth: 1/1/1/4

Stone Wall allows you to isolate yourself, a problem enemy, or to block off sight or passages.

Spell/Meta: 3/1/5/4

Disperse Magic allows you to get rid of powerful and annoying sustains on opponents; Quicken Spells lowers the CD on your important utility spells; Metaflow allows you to just reset their cooldowns, all very strong.

Spell/Temporal: 1/5/1/5

The category that should probably be your first unlock. Time Shield is an instant, high strength, long duration shield; Time Prison allows you to wait out unexpected explosions from your Disruption Shield and save escorts; Essence of Time is global speed, though it's best saved for near the end of the game when the very high sustain is more manageable.

Technique / Combat Training: 0/1/0/0

Spell/Conveyance: 4/4/0/0

Level 4 is both when Phase Door and Teleport allow you to choose where you want to land

Spell/Divination: 4/3/1/0

Arcane eye and Vision allow you to know what's coming and Keen senses allows you to see invisible and stealthed enemies and gives you more crit chance.

Spell/Aegis: 4/5/2/4

Is your bread and butter way to survive - Arcane Reconstruction + Arcane Shield gives you large shields, Shielding makes your shields stronger, and aegis buffs already strong shields into unbreakable ones.

Classes

Classes with a non-white background need to be unlocked or may have other requirements
Classes
Warrior Rogue Mage Afflicted Defiler Celestial Wilder Chronomancer Psionic Adventurer Tinker Demented
Bulwark Rogue Alchemist Cursed Reaver Anorithil Summoner Paradox Mage Mindslayer Adventurer Sawbutcher Writhing One
Berserker Shadowblade Archmage Doomed Corruptor Sun Paladin Wyrmic Temporal Warden Solipsist Wanderer Gunslinger Cultist of Entropy
Archer Marauder Necromancer Doombringer Stone Warden Possessor Psyshot
Arcane Blade Skirmisher Demonologist Oozemancer Annihilator
Brawler