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The Universal Healing Archmage Guide

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shaggyboomboom
Posts: 1230

The Universal Healing Archmage Guide

Post#1 » Thu Dec 08, 2016 3:40 pm

The Archmage (Path of Isha and Vaul)

[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:
Spoiler:
- ST - Single Target
- HoT - Heal over Time
- DoT - Damage over Time
- AoE - Area of Effect
- DMG - Damage
- CC - Crowd Control
- Res - Resurrection Spell
- Spec - Specialization
- CD - Cooldown
- Crit - Critical Heals or Strikes (heals in this case)
- R - Rank
- RR - Renown Rank
- HPS - Heal per Second
- AP - Action Points
- WP - Willpower
The Basics

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):
Spoiler:
- Skill name - Acronym - Acquire Rank - Description - Cast Time
- Healing Energy - HE - (lvl 1) - ST heal with a lingering HoT - 1s - No CD
- Lambent Aura - LA - (lvl 3) - Basic HoT - Instant Cast - No CD
- Balance Essence - BE - (lvl 4) - ST Damage to ST Heal for defensive target - 2s - No CD
- Boon of Hysh - BoH - (lvl 8 ) - Big ST Heal - 2s - No CD
- Trasfer Force - TF - (lvl 9) - Damage to Heal DoT that heals the defensive target - Instant Cast - 10s CD
- Gift of Life - GoL - (lvl 10) - Resurrection Spell - 3s - 6s CD
- Blessing of Isha - BoI - (lvl 20) - AoE Heal - 2.5s - No CD
The specced abilities are:
Spoiler:
- Skill name - Acronym - Points needed in spec tree - Description - Cast Time and Cooldown
- Magical Infusion - MI - 10 in Isha - Puts a buff on yourself or a friendly target that heals him when his health drops below 20%. - Instant Cast - 30s CD
- Funnel Essence - FE - 14 in Isha - Channel Heal for 3s - ticks every second - 3s channel - 13s CD
- Energy of Vaul - Energy of Vaul - 14 in Vaul - AoE version of BE that heals the whole party - 2s - 5s CD
The base specs for R40/RR40:
- 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.
Spoiler:
Image
Each time you use a LA and a Path of Isha ability you build Tranquillity, which is represented on the white part of the window.
Spoiler:
Image
Each time you use a Path of Vaul ability you build Force, which is represented on the black part of the window.
Spoiler:
Image
You can build up up to 5 of each, but not both at the same time - meaning each time you build up let's say 3 Force points and cast HE, the 1 Force gets consumed. You will still have 2 Force points, and will have them until you reach 1 Force point. Then the last Force point gets eaten up and you get 1 Tranquility point. But you might be wondering why this even exists. Well, after building a point of a point in 1 of the 2 types, you can use a opposite point spell with a decreased cast time (for spells with build up times) or a increased potency (instant casts) (Note: this also works on all DPS skills).

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)
Spoiler:
General changes:
+ Only one mechanic point is consumed, rather than all points.

If an ability is cast on another player, and consumes mechanic points, it will gain the following bonuses:
+ The bonus stat contribution will be derived from a factor of your total bonus stats from items, if this is higher than the ability's normal scaling stat. Reduced stat contribution works as normal.
+ The ability will cast using your Career Rank instead of your Mastery Level.

Mechanic modifications affecting instant cast abilities and channeled abilities:
+ Effectiveness on other players is increased by 25%.

Mechanic modifications affecting cleanse abilities:
+ Cleansing abilities will build mechanic points as a healing ability would.
+ Cleansing abilities consuming mechanic points will have a 3 second cooldown when used on other players.

Mechanic modifications affecting all build up cast abilities:
+ The cast time is reduced by 40%.

Mechanic modifications affecting non-lifetap build up cast abilities:
+ The AP cost is reduced by 40%.

Mechanic modifications affecting lifetap build up cast abilities:
+ These abilities can be cast while moving.
+ I'll Take That! and Balance Essence will additionally heal for 250% of their base damage and scale with Willpower.
+ Fury of Da Green and Energy of Vaul will additionally heal for their base damage multiplied by the number of foes hit.
+ The heal component gains the Healing type instead of the Raw Healing type. It will be heal debuffed/blessed, can crit as a heal would and is able to proc effects.
+ These abilities gain 20% block and disrupt strikethrough.
- The damage has no stat contribution and cannot critically hit.

Mechanic modifications affecting tactics:
+ The tactics Expanded Control and Waaagh! Frenzy! will now cause Balance Essence and I'll Take That! to heal two additional allies within 30ft of the target for 75% of the single target heal value.
Hopefully this guide helps. Post your feedback please.
Last edited by shaggyboomboom on Thu Jun 22, 2017 10:42 pm, edited 4 times in total.
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shaggyboomboom
Posts: 1230

Re: The Universal Healing Archmage Guide

Post#2 » Thu Dec 08, 2016 3:42 pm

Changelog:

- 30/12/2016:
Added Experimental Mode Changes
- 23/06/2017
Updated essential tactics (no more WH, EC instead) and started the Vaul spec section.
Last edited by shaggyboomboom on Thu Jun 22, 2017 10:42 pm, edited 3 times in total.
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Aurandilaz
Posts: 1896

Re: The Universal Healing Archmage Guide

Post#3 » Thu Dec 08, 2016 7:56 pm

i'd say Restorative Burst (AP regen from direct crit heals) is quite nice too

Ishas Encouragement which gives you a HoT from doing cleanse is pretty awesome too, never can have too many HoTs.

Discipline which gives more willpower is excellent choice for maximizing healing output if that is the desired goal.

Run Between the worlds is awesome if you need to get more survivability and you know that you will get pressured often by enemy dps.

A good AM also keeps the enemy dps properly drained of AP and also helps his own dps by using MotM on their target areas, or just to help friends escape pressure.

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shaggyboomboom
Posts: 1230

Re: The Universal Healing Archmage Guide

Post#4 » Thu Dec 08, 2016 9:18 pm

Aurandilaz wrote:i'd say Restorative Burst (AP regen from direct crit heals) is quite nice too

Ishas Encouragement which gives you a HoT from doing cleanse is pretty awesome too, never can have too many HoTs.

Discipline which gives more willpower is excellent choice for maximizing healing output if that is the desired goal.

Run Between the worlds is awesome if you need to get more survivability and you know that you will get pressured often by enemy dps.

A good AM also keeps the enemy dps properly drained of AP and also helps his own dps by using MotM on their target areas, or just to help friends escape pressure.
Restorative Burst is a waste of a tactic slot - you got the AP drain and Wild Healing.

Isha's Encouragement - used it a lot, not that great.

Discipline - like I said, WP is not the best to stack. I can get around 700 WP without Discipline or WP talismans. Only pots.

RBtW - it's great.
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Senlui
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Re: The Universal Healing Archmage Guide

Post#5 » Mon Dec 26, 2016 4:52 pm

What would you recommend for talis?

I've heard people recommend different things; willpower, armour, and wounds all seem to be popular choices. I'm leaning towards wounds as WEs tend to bypass armour and go for healers, whilst I can build willpower through items and renown points (also spent on crit heals).
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Aurandilaz
Posts: 1896

Re: The Universal Healing Archmage Guide

Post#6 » Mon Dec 26, 2016 6:12 pm

Senlui wrote:What would you recommend for talis?

I've heard people recommend different things; willpower, armour, and wounds all seem to be popular choices. I'm leaning towards wounds as WEs tend to bypass armour and go for healers, whilst I can build willpower through items and renown points (also spent on crit heals).
ARMOUR

because when you are running in battlefields in your nightgown, it better feel like some thick nightgown. :lol:
Besides, WE's don't always get your from behind, and their AA does not ignore armour.
Then there are marauders, choppas, DoKs, chosens, Blorcs, BGs, SHs... so you better start getting some thick bathing-robes on you.
Casters you don't need to worry about as much, you have somewhat decent resistances.

But because your basic armour value is so low, you should do everything possible to make it "less ridiculously low".
It prolongs your life-experience far better than stacking wounds.

Meanwhile willpower is already high enough, and does not really provide that much of a healing bonus.

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Senlui
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Re: The Universal Healing Archmage Guide

Post#7 » Mon Dec 26, 2016 6:39 pm

Thank you! I'd best start hiding Kevlar plates in my nightie then :D
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Marsares
Posts: 368

Re: The Universal Healing Archmage Guide

Post#8 » Sun Jan 01, 2017 1:16 pm

If you advocate armour tali's, which types of gear and jewelry would you suggest (and RR set-up) for a more Vaul ife-tap focussed build? Haven't played my AM for a while and want to give him a whirl again.
Karak-Norn /// Asildur - RR100 WL /// Marsares - RR95 AM /// Nirnaeth - RR64 SW

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shaggyboomboom
Posts: 1230

Re: The Universal Healing Archmage Guide

Post#9 » Sun Jan 01, 2017 2:03 pm

I'm assuming this is your build.
http://waronlinebuilder.org/#career=am; ... :;;0:0:0:0:
What I use is full anni w/ armor talismans, the scenario heal staff and the inf +ap ring, 2 pieces of genesis and 1 ring from the Impervious Winds set, passwatch +healcrit belt. Instead of genesis you use the vanguard or enervating rings.
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Telperien
Posts: 550

Re: The Universal Healing Archmage Guide

Post#10 » Sun Jan 01, 2017 9:09 pm

Shaggy would u be so nice and add section about healing with Vaul spec? I imagine its very different than Isha spec in action.
Slacking (checking out EvE)

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