Goon Anorithil Guide 1.1.5
The Corona Engine Anorithil build basically relies on three things:
1) Obviously, max out the Corona ability in the Eclipse tree. Every time you crit with a spell, Corona will fire at up to 5 or 6 targets within a few squares.
2) Stack spellcrit chance and, if possible, +darkness damage (and to a lesser degree, +light). The Blood Red Moon talent will give you +15% crit chance at 5/5, if you have a racial spellcrit talent like Shalore do, max that as well. The anorithil in my video has 100% spellcrit chance and getting so much of it from talents really adds some flexibility to the gear build.
3) Find gear that has on-spellhit effects. Bonus if it's something like Life Drinker or Lunar Shield that have genuinely useful on-spellhit effects and stat bonuses, but the awesome part is that these spells can crit too, which (if your crit chance is high enough) can set up a hilarious laser chain reaction.
The trick is that you won't be fully hitting this stride until your 20s, when you've found the points to do all this and are hopefully starting to get good gear. In the meantime, there are a few things that will help you survive. There's a really good guide on the te4 forums, here: http://forums.te4.org/viewtopic.php?f=56&t=36908
1) Max Moonlight Ray as soon as possible, it's your bread and butter attack spell BUT if you hang around at range 10 it's the only thing you can use, so you'll want to stay at midrange-ish. Shadow Blast, Twilight Surge, and Starfall are handy too (especially for AOE damage) but not nearly as important. (Starfall is pretty much the only stun power you have, however, so you'll at least want it available).
You'll want Totality as well, for the cooldown reset and +penetration, since you mainly rely on two (really, one) damage types and, while high darkness resist is rare, some things that have it can really ruin your day.
2) You probably don't _need_ to put too many points in the Celestial/Light tree attack spells - they're always going to be underwhelming damage-wise. (Max Sun Flare for the blind and Mind Blast from the Twilight tree for the confuse effect, though, because those are invaluable) but you should have them available to keep you doing damage (such as it is) when your Darkness spells are on cooldown or you're low on negative energy.
3) Put Bathe in Light on autocast-when-no-enemies-are around, so you'll always have positive energy to burn with Twilight. Some people do this with Twilight Surge instead, but I would never remember to turn it off in towns, and Bathe in Light has literally no other use except as a pre-requisite for Barrier (which is a great shield even if it doesn't scale terribly well) and Providence (which is the best status-remover in the game).
4) You can use a chant and a hymn at once. Specifically, Chant of Fortitude (physical and spell saves) and Hymn of Persevereance (resistance to status effects). I maxed them early and basically never turned them off all game. Some people prefer to go pure offense with Hymn of Moonlight (and combined with Corona that can make you even mroe lasery) but 61% base resistance to several of the game's more annoying status effects was really too good to pass upm (especially since making that up from equipment would be a colossal pain).
5) If you have a spare category point, unlock Circles as soon as possible. Between Fortitude and Perseverance, silence is basically your only remaining weakness and Circle of Sanctity will routinely save your life, the knockback and +defense from the other two circles are also great, and even Circle of Blazing Light has a use because circle spells are instantaneous and three out of the four of them can crit twice, which means that once your Corona Engine is running properly you can potentially trigger it seven times in a single turn. Hilarity ensues.
ASB is right that you're never going to really get the silly damage spikes, but the trick with Anorithils is that you're a fair bit less fragile than most casters and you never stop shooting. If Archmages are artillery, you're a gatling gun.