[Discailer: I am not boasting or thinking I'm a pro whatsoever. Only wanting to write up a guide on my favorite class in this game, so other people who want to play the AM get better.]
This guide will show the basic and the advanced usage and gameplay of a healing specced Archmage.
The basic abbreviations:
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The Archmage (AM for short) is one of three healing careers of the Realm of the Order. He is a high elf mage, specialized in primaraly the Lore of Life and High Magic. Being a backline healer, he/she is rather squishy due to only having access to the Robes class of armor like most RDPS and other healers (except the Warrior Priest and Disciple of Khaine), but having access to some on the most potent Single Target (ST) healing in the game (4k crit heals!).
Stat importance:
- Willpower - main healing stat, but don't focus on it too much. WP doesn't scale well with the actual heal numbers as well as Intelligence or Strength on the DPS classes. Also provides some Disrupt.
- Wounds - good to have
- Intelligence - helps with going through the Disrupt stacking when using Path of Vaul Abilities. Less disrupts, more healing.
- Toughness - helps with base DMG mitigation - not worth it in the long run.
- Armor - good to have, you're less squishy with a lot of it.
- Resists - since you have Prismatic Shield (group wide resist buff), resists aren't a big issue for you.
I will be focusing on the healing abilities from the Path of Isha (pure healing) and the Path of Vaul (DMG to heal) Specs
The basic healing abilities are -> Both Path of Isha and Path of Vaul (all numbers taken from http://www.ror.builders/career/archmage - use this for exact numbers and information):
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- Isha focused spec - https://goo.gl/9JFfGh
- Vaul focused spec - https://goo.gl/q0ykwh
The Mechanic:
NOTE: The ingame discription of the Career Mechanic is outdated!
The Archmage's career mechanic is called High Magic. It is represent by a Ying Yang - esque frame.
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Why this is important?
The career mechanic allows the Archmage to use relatively long cast times spell like BoH or BoI at a decreased cast time or increased potency, therefor increasing his/her HPS tremendously. This also allows for some spells in the Vaul Path to work differently. These are:
- BE - with Tranquillity points, allows the player to cast while moving and the heal part doesn't scale with the actual damage dealt, but with the users Willpower instead of Intelligence stat. This allows for heal numbers that are slightly bigger than the BoH ones.
- TF - with Tranquillity points, increases potency.
- EoV - with Tranquillity points, decreases cast time.
Healing Process - Isha Spec:
(DISCLAIMER: This part of the guide will be written from the perspective of a Tier 4 player.)
Assuming you have used my Isha focused spec, your 3 base healing abilities will be:
- LA
- HE
- BE
You might be thinking why I haven't put BoH in there instead of BE. Well, this because you want to stay mobile, and a powered up BE allows you to do so, while also healing for more, at a slightly bigger AP cost than a stationary BoH. What you want to do when entering combat is casting LA on everyone in your group, so you build 5 points in Tranquillity and get Wild Healing to trigger on. The you can heal minor DMG with HE or when a friendly gets targeted start spamming BE like a mad man.
While using BE and TF you want to target DPS classes, not tanks or healers since these classes have a lot of says to negate your spells. Tanks have a ton of disrupt and block, same story with healers - WP = disrupt.
Healing Process - Vaul Spec:
WORK IS PROGRESS
Exactly the same as the Isha spec, but instead of using FE for burst healing, use EoV. AP might be harder to manage, so always use your AP drain and don't forget to cover it up with some DoT or debuff (So it doesn't get cleansed by a DoK or Zealot!).
Some other useful abilities are:
- MI - good to drop on a target you think might get focused soon.
- BoI - AoE heal, what more do I need to say. Essential in oRvR.
- Mistress of the Marsh - basically a AoE snare trap that you put on the group. Good for slowing down enemies that are chasing you or locking down choke points while also debuffing the foe's Initiative.
- Drain Magic - an ST AP drain. Drains 180 AP over 9s into yourself. 20 AP/s
- Shield of Shield - ST absord shield, great for covering a long cast ability when you get caught out without any High Magic points.
Tactics and Morales:
The 3 obligatory tactics for a AM are:
- Expanded Control - Reduces cast time on BE (by 0.5s) and additional heals 2 random friendlies with 30ft of your defensive target for 75% of the main heal value.
- Desperation - 40% more healing on targets that are below 25% health - works miracles with MI
- Master of Tranquillity - 10% more heal crit
The last tactic is up to you. I personally switch between Hurried Restore (insta res, but you get stunned for 3s unless you have the Unstoppable Immunity) or Bolstering Boon (Morale pump for 250 points on BoH).
Morales are pretty simple:
- M1 - Divine Favor - Insta cast big heal
- M2 - Focused Mind - for 10s you get immunity to any CC and your spells have a 50% cast time and no chance to get set back
- M3 - Divine Protection - Party wide melee DMG absord shield for 10s
- M4 - Alter Fate - Doesn't work at this moment. Party wide res for everyone with 30ft, they gain a small HoT and deal 20% more DMG for 10s.
Experimental Mode Changes (as of 30/12/2016)
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