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Thread: A Comprehensive Guide to Archon

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    RIFT Guide Writer TheGrinnz's Avatar
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    Default A Comprehensive Guide to Archon

    So you want to be an Archon. Let's start with the basics.

    Build

    No matter what, your build contains 51 Archon. Some hybrid builds with less than 51 Archon are viable for self-boosts but do not use the auras with those builds in 20 man raids. You need 51 points in Archon to get Burning Purpose which is a major raid buff as well as a major component of being able to do any DPS at all as Archon.

    The other 15 points are up to your preference and the situation. My preferred build is:

    51 Archon/11 Dominator/4 Pyromancer
    http://rift.zam.com/en/stc.html?t=1z...esRfiqkrz.L.-6

    The major benefit to this particular build is having Arresting Presence available, as well as the basic Dominator tools. If you do not need Arresting Presence, put that point into Ignition instead. Make sure to keep up Fire Armor as it is a free boost to the damage of your fire spells.

    You can build with 6 or more points in Pyro for Glyphs of Power and other DPS increases, but I will not be going into that here. Another option is to put the 15 points in Warlock for an additional 10% maximum HP or 10 points in Elementalist for a 10% reduction in damage taken, but there is little other benefit to these builds. You can also put points in Improved Mana Wrench in Dominator for the energy drain mechanic of Laethys, but don't keep this in your build otherwise. There is no use in Chloromancer, Necromancer, or Stormcaller as secondary souls to 51 Archon.

    Priorities

    Your first and foremost goals as an Archon are:
    1. Stay alive
    2. Buff the raid
    3. Debuff the enemies


    Anything else comes secondary, and if you are not fulfilling these goals you may as well go DPS.

    Raid Buffs

    You have three primary methods of buffing the raid. First, the auras:

    Shared Vigor - Boosts raid endurance by 48. Reduces your endurance by 25, countered by endurance buff from Searing Vitality.

    Tempered Armor - Boosts raid armor by 504. Reduces your armor by 504, countered by armor buff from Ashen Defense.

    Vitality of Stone - Boosts raid Str/Dex/Int/Wis by 45. Reduces your Str/Dex/Int/Wis by 52, countered by stat buff from Pillaging Stone.

    Arcane Aegis - Boosts raid resistances by 39. Reduces your resistances by 30, countered by resistance buff from Crumbling Resistance.

    Burning Purpose - Boosts (reduces) raid cast times and autoattack delay by 10%. Increases your cast time and autoattack delay by 10%, countered by cast time buff from Lingering Dust. Causes debuffs to do damage.

    These auras last five minutes and are applied as self-buffs, meaning you only need to run in range while it is active to buff the raid; you do not need to reapply them except to refresh their timers. The flipside to this is if you run out of range or die, the raid loses the buffs.

    These should be kept up at all times, with a couple exceptions. When it is a priority not to generate passive aggro you can remove them by right-clicking the buff icons on your bar. Additionally, you can remove Burning Purpose temporarily to cast debuffs without doing damage.

    The next raid buff, and one of the most important as an Archon, is Flaring Power. This is 15% AP/SP boost to the raid for 20 seconds, usable every 5 minutes. Use this macro:

    Code:
    #show Flaring Power
    suppressmacrofailures
    cast [notactive] Flaring Power
    yell FLARING POWER ACTIVE!
    This macro will prevent you from accidentally detoggling Flaring Power, as well as inform the raid it is active and they should use their cooldowns for DPS.

    Flaring Power requires charge to stay active, so make sure to build up at least 40% or so before activating it. After activating continue to use charge-building powers (spam macro) to build your charge up as it will drop off if you run out.

    The ideal times to use Flaring Power are commonly near the beginning of the fight after allowing some ramp-up time for DPS and to build your charge/debuffs, and as soon as the 5 minute debuff wears off thereafter. This varies from fight to fight as you generally want to use it when mechanics allow the most DPS to be on the boss.

    The final component of your raid buffs are the spam buffs.

    Surging Flare - Reduces cast time by 5% for 6 seconds.
    Volcanic Bomb - Increases damage by 5% for 10 seconds.
    Earthen Barrage - Increases Physical and Spell crit by 5% for 15 seconds.

    These are castbar attacks that give very short-term buffs on anyone in range at the time, including yourself. These are the primary reason for pointing into Ignition in Pyro, as it will increase the cast speed of all of them as well as significantly increasing the cast speed of Surging Flare.

    Use this macro as your primary "spam" macro to handle these raid buffs:

    Code:
    #show Surging Flare
    suppressmacrofailures
    cast Surging Flare
    cast Volcanic Bomb
    cast Earthen Barrage
    cast Leeching Flames
    cast Pillaging Stone
    cast Crumbling Resistance
    cast Searing Vitality
    The reasoning for the order here is because Surging Flare will boost the cast speed of the rest and has the lowest cooldown, and Volcanic Bomb's direct damage buff is better than Earthen Barrage's crit buff.

    Throughout the fight, your priority here is to hit this macro to cast the three raid buffs whenever they are up. It helps to keep them separately visible on another bar so you can watch their cooldowns.

    Leeching Flames is one of the main reasons you never have to worry about your own mana as Archon, it will refill your mana even if the target dies.

    Pillaging Stone is your counter to the stat debuff from Vitality of Stone, and will be easy to keep at 5 stacks as you will cast it basically whenever you have nothing else to do. It also triggers Burning Purpose as it is a debuff.

    Crumbling Resistance is here mainly to trigger Burning Purpose while you are moving, I will go into this power more in the Debuffs section.

    Searing Vitality is here because it will still activate when you have your back to the enemy. It is not a debuff and so will not trigger Burning Purpose, but this power should also be kept separately on your bar as you will want to use it for the Endurance buff immediately at the start of any fight.

    Debuffs

    Your other primary focus as Archon is to keep the enemy debuffed. Archons excel at debuffing one enemy quickly, and can keep the Increased Damage Taken debuffs on specific enemies for 5 minutes at a time if they are not overwritten. All of the debuffs listed in this section will trigger the Burning Purpose damage.

    With debuffs, you must be aware of debuff stacking (or lack thereof). Many of the Archon's debuffs are identical in strength to similar debuffs from other classes and souls, and thus they will overwrite each other. Communicate with your raid and especially the Bard to ensure the most efficient use of debuffs.

    Ashen Defense - Increases Physical damage taken by the enemy by 5% for 5 minutes. Also your counter to the armor debuff from Tempered Armor (the self-buff lasts 1 hour). This debuff does not stack with:
    • Vengeance of the Piercing Cold (Cleric/Shaman) - A self-buff that causes every melee attack to apply this debuff. There is no need for this to be used in a raid with an Archon or Bard present.
    • Coda of Cowardice (Rogue/Bard) - AoE debuff requiring combo points, lasts 60 seconds. The Bard should use this on trash and during boss fights where many (more than 3) enemies in AoE need to be killed. Should not be used on single targets as it will drop Ashen Defense.

    Crumbling Resistance - Increases Magical damage taken by the enemy by 7% for 5 minutes. Also your counter to the resistance debuff from Arcane Aegis (the self-buff also lasts 5 minutes). This debuff does not stack with:
    • Spiritual Deficiency (Cleric/Inquisitor) - A simple debuff that lasts 60 seconds. Should not be used in a raid with an Archon or Bard present.
    • Exposure (Mage/Elementalist) - Another simple debuff that lasts 30 seconds. Again, should not be used in a raid (and there is no reason to point into this for a raid build).
    • Coda of Distress (Rogue/Bard) - AoE debuff requiring combo points, lasts 60 seconds. The Bard should use this on trash and during boss fights where many (more than 3) enemies in AoE need to be killed. Should not be used on single targets as it will drop Crumbling Resistance.

    Lingering Dust - Increases cast time and autoattack delay by 25% for 20 seconds. Most raid bosses are immune to the debuff component of this power. More importantly, it is your counter to the cast time debuff from Burning Purpose, lasting five minutes. It doesn't stack with Accelerated Decay from Dominator or Nebulous Haze from Cabalist but that doesn't really matter.

    Illuminate - Causes the enemy to take additional damage when hit, at most every 3 seconds, lasting 20 seconds. Also triggers Burning Purpose. This debuff does not stack with:
    • Wild Growth (Mage/Chloromancer) - Increases damage taken by 10% on all enemies in range. Works completely differently from the other powers in this debuff group, and is far superior, it will not only drop any of the others that are currently present but won't allow them to be reapplied while it is active. If your Illuminate is not applying this is probably why.
    • Spotter's Order (Warrior/Warlord) - Identical to Illuminate except it requires 3 attack points. Can be used to help maintain the debuff on multiple enemies but generally not needed in a raid otherwise.
    • Coda of Jeopardy (Rogue/Bard) - Same as Illuminate and Spotter's Order except it requires combo points and lasts 60 seconds. Using this or Illuminate is a matter of opinion and should be discussed in advance by the Archon and Bard.

    In this last stacking group, Illuminate is easiest to apply and triggers Burning Purpose so it is not a loss in personal DPS, whereas Coda of Jeopardy lasts 3 times as long but uses combo points. My preference with only one target is to only use Illuminate immediately as the encounter begins so the debuff is present, and for the Bard to keep up Coda of Jeopardy throughout the fight as it does not need to be maintained as much; casting Illuminate every 20 seconds can lower the uptime of short-term raid buffs.

    For adds that die in under 20 seconds (example: Stingers on Akylios, Arcane Porter on Garau), Illuminate is generally the best choice. In fights with at least two enemies, the Archon and Bard should coordinate keeping the debuff up on different mobs.

    Anyone applying debuffs in this group should be aware of when Wild Growth is up and should refresh the debuff when it drops. Announcing when Wild Growth is cast helps, as does an addon like KaruulAlert that actually can tell you when Wild Growth is on the target.

    Waning Power - Reduces the enemy's AP and SP by 5% while also buffing your own SP by 10%, for 1 minute. Doesn't stack with Necromancer's Looming Demise but who is going to bring a Necromancer to a raid really. Triggers Burning Purpose but it has a massive cooldown of 3 minutes.

    Power Drain - Reduces the enemy's damage done by 10% and increases your damage done by 10%. This is a charge consuming toggle and the Archon's primary method of actively defending the raid. This should be activated before any large predictable raid or tank damage, as well as whenever you have full charge that is not being used for Flaring Power.

    Does not stack with the debuff from Infestation from the Warrior Reaver soul, but if they have 3 points in Crippling Infestation it will be a superior debuff (15%) and only lasts 8 seconds with a 1 minute cooldown.

    Power Drain is also a debuff so activating it will trigger Burning Purpose; this can be used to maximize personal DPS when not casting debuffs, as Burning Purpose can be triggered with this between each GCD. Personally I do not use this method.

    Staying Alive

    This is the main difficulty of being Archon. The debuffs from the raid buff auras will make you more vulnerable than other mages of similar gear levels even with the counter-buffs, as others have access to similar buffs either from your auras or 0 pt archon. So what can you do about it? Paying attention to mechanics goes without saying, but you have some other tools:

    Searing Vitality - Perhaps the most important, this self-buff should be applied ASAP during a boss fight or before if you have the opportunity. You only need to use the spell once and allow it to tick 5 times to apply 5 stacks of the endurance buff.

    Consuming Flames - A somewhat weak shield, but it can mean the difference between surviving a hit and death. The buff to this shield's cooldown is also the only real use of the Archon synergy crystal. If you are not saving the shield to apply to others (and if you have purifiers, you shouldn't be) use it on yourself whenever raid damage is expected. Use this macro to use it on yourself as well as use breakfree if mezzed:

    Code:
    #show Consuming Flames
    suppressmacrofailures
    cast @self Consuming Flames
    cast Break Free
    Ashen Defense / Crumbling Resistance - These are your Armor and Resistance buff counters to the aura self-debuffs, and should be kept up at all times. On boss fights you should be keeping these up on the boss anyway.

    Power Drain - Lowering the boss's raid damage helps keep everyone alive, and you are the weakest link!

    Gear - Unless you know you will have no problem staying alive during an encounter, there is virtually no reason to worry about spellpower. It will only affect the damage of your attacks and Burning Purpose procs, not any of the buffs, and Consuming Flames scales with your HP. If you are going to be Archoning with any regularity, you should pick up Endurance-heavy gear where you can, and make sure to set up your Resist sigils as soon as possible.

    For armor (left side of character screen), the Mage Rank 40 PvP gear offers the best Endurance, and you can equip much of it without affecting your Focus. Cleric tanking items that are usable by mages are the best option for wands and accessories. If you have Archon-specific gear you can rune some with Endurance instead of Spellpower, such as totems and legs.

    Miscellaneous

    Rock Slide - Channel that uses charge and gives you a stacking buff that increases Intelligence. Not a priority as it will only affect your DPS. If you have the opportunity use it on trash, or just after using all three short-term raid buffs if you don't need to use your charge for Flaring Power or Power Drain.

    Purification - Casted single-target cleanse with no cooldown, only removes curses. Haven't found a use for this yet but it may be possible to cleanse the plant tank in GSB with it if there isn't a void knight for some reason.

    Cleansing Flames - Casted ground-targeted AoE cleanse with no cooldown, that also purges enemies because of the Purging Flames upgrade. Only useful for certain fights but it is extremely useful in those cases. The main benefit over other AoE cleanses is that it does not have a cooldown. Unfortunately it does have a cast time so it is not ideal when debuffs need to be cleansed within 2-3 seconds of application. It also has a limited area of effect (where you place it) so everyone needs to be stacked to ensure it hits everyone. Both of these reasons mean it's not going to work for Silgen despite being spammable.

    I have not yet found a use for the purge component of this power, other than making cleansing on Sicaron more difficult.

    Flowing Sands - Slows the target by 50% and increases your movement speed by 25% for 15 seconds. Mostly useful for the self-buff during movement phases, as most bosses are immune to the debuff.

    Mental Flare - Replenishes 30% of your mana, but can be used on others. You will never need mana, so it should be reserved for clerics and stormcallers who need it. Use this macro so you don't need to switch targets to apply it:

    Code:
    #show Mental Flare
    suppressmacrofailures
    cast @mouseoverui Mental Flare
    Lava Field - Placed AoE that does damage and increases healing received by 10 party members in the placed area. Primarily useful for the latter, but due to its massive cooldown not really useful for general situations, I just drop it on trash for the most part.

    The below abilities are from Dominator:

    Transmogrify (0 pt Dominator) - Turns the target into a squirrel. Useful for keeping certain trash mobs out of the fight until they can be killed, and with 3 points in Dominator can be spammed to keep a target squirreled even while it takes damage. Doesn't work on bosses obviously.

    Thunder Blast (2 pt Dominator) - Interrupt, knockback. On global cooldown and has a 15 second cooldown so its uses are limited to slow casts and backup interrupts. The interrupt does happen instantly however, the knockback and damage are delayed by travel time. Use this macro so you can interrupt before your casted spells finish:

    Code:
    #show Thunder Blast
    suppressmacrofailures
    stopcasting
    cast Thunder Blast
    Reflective Command (6 pt Dominator) - Reflects the next spell, can be cast on others. Mainly useful for specific mechanics such as Prince Dollin's Terminate Life. You can make a mouseover macro for this if you like:

    Code:
    #show Reflective Command
    suppressmacrofailures
    cast @mouseoverui Reflective Command
    Mana Wrench (8 pt Dominator) - Drains the target's mana/energy/power and restores your own mana. Useful for energy mechanics.

    Deny (10 pt Dominator) - Fully cleanses a target, cooldown of 10 seconds. Further reason that Purification is not needed. Use this macro so you don't have to switch targets:

    Code:
    #show Deny
    suppressmacrofailures
    cast @mouseoverui Deny
    Degeneration (10 pt Dominator) - Channeled purge that removes up to 3 buffs as it channels. Due to the delay on the first purge, the requirement to stand still, the 15 second cooldown, and most mechanics penalizing repeated purges, this power is rather useless in raids.

    Memory Wipe (10 pt Dominator) - Reduces threat with nearby enemies, can be used on others? Haven't really used this honestly but it could be useful to drop on accidental aggro pulls.

    Arresting Presence (11 pt Dominator) - Toggled AoE silence, uses charge, can be targeted off allies or enemies (or yourself). Extremely useful for interrupting casters in AoE and in general, as unlike Thunder Blast it does not have a cooldown. Can be immediately toggled off after applying if you only need to interrupt one cast. Like Thunder Blast, it is on the global cooldown. Won't interrupt bosses immune to silence, or archers to whom silence has no effect.

    In a Nutshell

    The general sequence of actions to start a fight where you aren't using specific timing for buffs:

    - Activate auras before fight
    - Apply Illuminate, Crumbling Resistance, Ashen Defense, and Lingering Dust.
    - Apply Searing Vitality if it isn't up.
    - Use spam macro to cast Surging Flare, Volcanic Bomb and Earthen Barrage.
    - Apply Waning Power.
    - Activate Flaring Power.
    - Spam macro.

    After that:
    - Power Drain when you have charge and to pre-empt boss damage.
    - Use Illuminate, Crumbling Resistance, and Ashen Defense on any new bosses or single adds
    - Refresh Crumbling Resistance, Ashen Defense, Lingering Dust, Searing Vitality, and the five buff auras before they wear off (5 minutes).
    - Waning Power on cooldown or to pre-empt predictable boss damage (lasts a minute so you can likely use it whenever).
    - Flaring Power after the 5 minute debuff drops off.
    - Spam macro.

    From that, weave in utility spells as needed and time buffs/debuffs with raid mechanics and other raid buffs as appropriate.

    This concludes my guide to Archon. Once you get the priorities down, you can experiment with sacrificing survivability or utility for personal DPS and whatever else you may wish to do, as long as you keep the primary purpose of Archon in mind, to support the raid. I hope this has been helpful, thanks for reading and feel free to leave feedback!
    Last edited by TheGrinnz; 08-24-2012 at 04:28 PM. Reason: Additional info on Power Drain/Infestation
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  2. #2
    Shadowlander michaelkant's Avatar
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    While I agree with the basic premise of this post (stay alive first, maintain your buffs second), it should be noted that unless you are specifically required by your raid to have either arresting presence (Maklamos) or Mana Wrench (Laethys), or other control/utility abilities for special fights, you should never be running those souls. If you are a full time archon, you should have a DPS Archon role, and a Utility Archon role.

    You will undeniably put out more dps (while maintaining all your raid buffs) with the following spec:

    http://rift.zam.com/en/stc.html?t=0z...esRfiqkrz.g.-6

    You can move the points from Fiery Concentration if you want.

    Cast Life Leech and then your spamming macro is as follows (some may differ on the Flame Bolt, but I like it in there it as hits for more than a Burning Purpose proc on the move).

    Code:
    #show Void Bolt
    suppressmacrofailures
    cast @focus Consuming Flames
    cast [notactive] Power Drain
    cast Earthen Barrage
    cast Volcanic Bomb
    cast Surging Flare
    cast Leeching Flames
    cast Void Bolt
    cast Flame Bolt
    cast Crumbling Resistance
    The macro will turn Power Drain on with every cast, and you will manually turn it off DURING every cast. Yes, it can be toggled off off the GCD. Yes, this does considerably increase your dps. No, you will not drain your charge doing this. In fact, you will actually -build- charge doing this.

    You can turn on Flaring Power, and spam this macro, turning PD off manually on every cast, and still maintain a FULL charge bar, to let loose when boss mechanics require you to leave PD on.

    Bottom line is this.
    If your raid does not require you to be doing any mana wrenching or chain arresting presence or other utiliities.... Don't waste your points on things you won't use.
    Last edited by michaelkant; 06-30-2012 at 03:40 AM.
    Rift will turn you into a man. Or make you cry.

  3. #3
    RIFT Guide Writer TheGrinnz's Avatar
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    Quote Originally Posted by michaelkant View Post
    Bottom line is this.
    If your raid does not require you to be doing any mana wrenching or chain arresting presence or other utiliities.... Don't waste your points on things you won't use.
    Valid viewpoint, but to note, I use these things every raid. Arresting Presence significantly eases the difficulty of many fights in HK, nevermind situations like Maklamos, Thunder Blast is a capable interrupt for many of the fights (particularly since cast times have been extended), and Transmogrify with no cooldown trivializes any enemy not resistant to it. Overall by being able to cover these duties I allow for others in the raid to stay in higher DPS specs and focus more on DPS, I feel this is worth more than the 500 more DPS I could be doing.

    That said, on Sicaron for one, a max-DPS spec would certainly be warranted.

    One thing I'd like to explicitly mention however, is NEVER use Glyphs of Power if you are in danger of dying, I'd be wary of using it at all on fights like Inquisitor Garau with high unavoidable raid damage.
    Last edited by TheGrinnz; 07-02-2012 at 12:27 PM.
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  4. #4
    Ascendant mo0trix's Avatar
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    Quote Originally Posted by TheGrinnz View Post
    I hope this has been helpful, thanks for reading and feel free to leave feedback!
    Before I say what i'm about to say, know I rarely play Archon...

    Burning purpose! It's a good idea to cast this twice before a fight, if you have the 4 piece HK crystal. Reason being is that you gain spell power on each aura, re-casting burning purpose at the end will maximize your spell power for that particular moment (as will using something like RoS trinket). Once in combat with full pillaging / AMOP / rock slide stacks etc... cast it again. Basically whenever your SP is peaking, cast burning purpose again to get the most out of it.

    Before an encounter it's around 600-650 damage per hit (non crit), once in combat and maxed out on SP, it's 850+. 200+ more damage per hit really does help a lot, especially since crits go further than that too. It's a nice way to help maximize your DPS output and only costs you 1 GCD.
    Last edited by mo0trix; 07-03-2012 at 09:11 AM.
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    Links = Defiler = Support, not a healer. Nice try, though.
    Quote Originally Posted by Ahov View Post
    Purifier is a utility spec, not a healer.
    ^This guy writes cleric guides and claims chloro is OP. LOL!

  5. #5
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    Quote Originally Posted by michaelkant View Post
    While I agree with the basic premise of this post (stay alive first, maintain your buffs second), it should be noted that unless you are specifically required by your raid to have either arresting presence (Maklamos) or Mana Wrench (Laethys), or other control/utility abilities for special fights, you should never be running those souls. If you are a full time archon, you should have a DPS Archon role, and a Utility Archon role.

    You will undeniably put out more dps (while maintaining all your raid buffs) with the following spec:

    http://rift.zam.com/en/stc.html?t=0z...esRfiqkrz.g.-6

    You can move the points from Fiery Concentration if you want.

    Cast Life Leech and then your spamming macro is as follows (some may differ on the Flame Bolt, but I like it in there it as hits for more than a Burning Purpose proc on the move).

    Code:
    #show Void Bolt
    suppressmacrofailures
    cast @focus Consuming Flames
    cast [notactive] Power Drain
    cast Earthen Barrage
    cast Volcanic Bomb
    cast Surging Flare
    cast Leeching Flames
    cast Void Bolt
    cast Flame Bolt
    cast Crumbling Resistance
    The macro will turn Power Drain on with every cast, and you will manually turn it off DURING every cast. Yes, it can be toggled off off the GCD. Yes, this does considerably increase your dps. No, you will not drain your charge doing this. In fact, you will actually -build- charge doing this.

    You can turn on Flaring Power, and spam this macro, turning PD off manually on every cast, and still maintain a FULL charge bar, to let loose when boss mechanics require you to leave PD on.

    Bottom line is this.
    If your raid does not require you to be doing any mana wrenching or chain arresting presence or other utiliities.... Don't waste your points on things you won't use.


    Hey couple of questions about your build.

    First, do you use glyphs? Archons are especially squishy and seem to be tougher to keep alive. Are you able to stay alive taking increased damage?

    Second, you don't have pillaging stone in your spam macro. I thought that pillaging stone proc'ed burning purpose. Does it not? Wouldn't it be a greater dps increase with pillaging stone + burning purpose than a void bolt spam? You can still keep life leech and void bolt on your bar to be able to keep life leech up with void bolt.

    Finally, have you ever played archon with the extra charge generation from the lock soul? Do you sacrifice anything by not having the extra charge generation?

    All in all though, looks like an interesting build. I might have to try it out seeing as how I got nominated to archon (something I thoroughly enjoy doing) for my raid.

    Thanks for the input,
    Proph

  6. #6
    RIFT Guide Writer TheGrinnz's Avatar
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    Quote Originally Posted by Proph View Post
    Hey couple of questions about your build.

    First, do you use glyphs? Archons are especially squishy and seem to be tougher to keep alive. Are you able to stay alive taking increased damage?

    Second, you don't have pillaging stone in your spam macro. I thought that pillaging stone proc'ed burning purpose. Does it not? Wouldn't it be a greater dps increase with pillaging stone + burning purpose than a void bolt spam? You can still keep life leech and void bolt on your bar to be able to keep life leech up with void bolt.

    Finally, have you ever played archon with the extra charge generation from the lock soul? Do you sacrifice anything by not having the extra charge generation?

    All in all though, looks like an interesting build. I might have to try it out seeing as how I got nominated to archon (something I thoroughly enjoy doing) for my raid.

    Thanks for the input,
    Proph
    With that macro you will need to turn off Power Drain after every cast and it will turn on and proc BP before every cast. It has an internal cooldown so the attacks will not proc it extra times.

    If you are concerned about staying alive you should not really be worried about maximizing your DPS.

    The extra charge generation is not worth pointing into Warlock for IMO, the only powers for which rate of charge gain would help is Power Drain and Arresting Presence and both of those can be toggled off when not needed to conserve charge (When you're not putting Power Drain in your spam macro anyway)
    Last edited by TheGrinnz; 07-12-2012 at 10:36 AM.
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  7. #7
    Shadowlander michaelkant's Avatar
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    Quote Originally Posted by TheGrinnz View Post
    Arresting Presence significantly eases the difficulty of many fights in HK, nevermind situations like Maklamos...

    ...One thing I'd like to explicitly mention however, is NEVER use Glyphs of Power if you are in danger of dying, I'd be wary of using it at all on fights like Inquisitor Garau with high unavoidable raid damage.
    To the first point, I agree completely. I keep two archon specs. One with utility, which I use while clearing trash, and the other the one I outlined above, for (almost) every boss. Most boss fights in this game require zero utility from your archon. BTW, if I could, I would have 4 different archon specs, but I don't want to give up my other roles.... but that's a whole different discussion.

    To the second point, I have to wholeheartedly agree. Anyone trying this spec should never use GoP when there is unavoidable damage. After all, Rule #1 is stay alive. Know what the fight involves. Most of the time you're okay to use it, but be wary.

    In response to Proph, Grinnz basically already explained the deal with using Void Bolt instead of Pillaging Stone. You do, of course, want to get your 5 stacks at the start of the fight, and fire one off every 5 minutes if you need to. Pillaging Stone does trigger Burning Purpose, but since you are manually toggling Power Drain on and off every cast, BP will trigger on -every- cast. Debuff or not (since PD is what's triggering it). I hope I explained that clearly.
    Last edited by michaelkant; 07-20-2012 at 04:40 PM.
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  8. #8
    RIFT Guide Writer TheGrinnz's Avatar
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    Quote Originally Posted by michaelkant View Post
    To the first point, I agree completely. I keep two archon specs. One with utility, which I use while clearing trash, and the other the one I outlined above, for (almost) every boss. Most boss fights in this game require zero utility from your archon. BTW, if I could, I would have 4 different archon specs, but I don't want to give up my other roles.... but that's a whole different discussion.
    I have enough trouble sparing the one role for Archon and it's my primary role in progression. Doing more DPS as archon is not even close to worth using up a second role, for me.
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    Sword of Telara Jeremiahcp's Avatar
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    A much better guide then the other one. I really like it, however I have one concern about the spam macro.

    I noticed that due to the timing of the CD on the buffing spells, Surging Flare, Volcanic Bomb and Earthen Barrage, that by just spamming the macro you can enter into a Pillaging Stone cast a split second before a raid buff spell comes off CD. Then you have the duration of the PS cast before you enter the recasting of your raid buff. It seems to me that to get optimized up-time on your raid buffs you may want to just drop the spam macro and hot bar everything individually.
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    Prophet of Telara
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    I don't know if it was mentioned here, but we are a small guild, and have a core raid group for 20 man's:

    - We usually have an Archon, a Chloro, and a Bard along on all our raids.
    - We have come to organize around our support for DPS output.
    - We respect each's debuff roles, and back each other up.
    - We allow for the Archon to get his stuff out at first, and when the Chloro is ready, he casts WildGrowth (with Raid announcement), the Archon hits Flaring Power (with Raid Announcement), and the Bard hits Joy(with Raid Announcement) - and all the DPS go to town with their output.
    - we have noticed good numbers this way for output, and re-cycle dependent on the Wild Growth readiness, with the CD of Flaring Power and Joy readiness throughout out boss fights, so far with good results.

    We like our support team.

  11. #11
    RIFT Guide Writer TheGrinnz's Avatar
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    Quote Originally Posted by Jeremiahcp View Post
    A much better guide then the other one. I really like it, however I have one concern about the spam macro.

    I noticed that due to the timing of the CD on the buffing spells, Surging Flare, Volcanic Bomb and Earthen Barrage, that by just spamming the macro you can enter into a Pillaging Stone cast a split second before a raid buff spell comes off CD. Then you have the duration of the PS cast before you enter the recasting of your raid buff. It seems to me that to get optimized up-time on your raid buffs you may want to just drop the spam macro and hot bar everything individually.
    This is true, but due to the number of powers you should already be using individually this is usually unmanageable and not worth the effort. Alternatively you can simply watch the cooldowns and hold off on hitting the macro if a raid buff is about to come off CD, this is what I would do as I have the raid buffs separately on another bar but not keybound.
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  12. #12
    RIFT Guide Writer TheGrinnz's Avatar
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    Quote Originally Posted by Chaszar View Post
    I don't know if it was mentioned here, but we are a small guild, and have a core raid group for 20 man's:

    - We usually have an Archon, a Chloro, and a Bard along on all our raids.
    - We have come to organize around our support for DPS output.
    - We respect each's debuff roles, and back each other up.
    - We allow for the Archon to get his stuff out at first, and when the Chloro is ready, he casts WildGrowth (with Raid announcement), the Archon hits Flaring Power (with Raid Announcement), and the Bard hits Joy(with Raid Announcement) - and all the DPS go to town with their output.
    - we have noticed good numbers this way for output, and re-cycle dependent on the Wild Growth readiness, with the CD of Flaring Power and Joy readiness throughout out boss fights, so far with good results.

    We like our support team.
    Indeed, coordination of support roles and the Chloro(s) is crucial to maxing parses for the DPSers.
    Last edited by TheGrinnz; 09-12-2012 at 02:13 PM.
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  13. #13
    Shadowlander michaelkant's Avatar
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    Quote Originally Posted by mo0trix View Post
    Before I say what i'm about to say, know I rarely play Archon...

    Burning purpose! It's a good idea to cast this twice before a fight, if you have the 4 piece HK crystal. Reason being is that you gain spell power on each aura, re-casting burning purpose at the end will maximize your spell power for that particular moment
    /snip

    This bothered me when I read it many moons ago, and then I promptly forgot about it.
    For anyone wondering, this is pointless. The damage of Burning Purpose scales with your spell power, as it changes. No need to recast it.
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