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Thread: The Storm Legion Archon

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    RIFT Guide Writer TheGrinnz's Avatar
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    Default The Storm Legion Archon

    Updated for SL.

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

    Build

    Your build should contain at a minimum 51 points in Archon to get the raid buffs you will need when accompanied by a Bard. Without a Bard you will need to go 54 points for the Granite Salvo buff. 58 Archon additionally gives you Archon's Bulwark, which means you don't have to manage your self-buffs from Lingering Dust and Pillaging Stone as well as giving you more survivability and stats. 61 Archon gets you Point to Point which is a situational utility.

    The other points are up to your preference and the situation. You can either maximize your DPS output, or spec into Dominator for some very useful utilities.

    51 Archon/25 Harbinger/0 Pyromancer
    http://rift.magelo.com/en/soultree#S.../Gl8lrlalkB2/i
    Melee DPS 51 Archon, highest DPS. Use Eldritch Armor.

    51 Archon/25 Pyromancer/0 Harbinger
    http://rift.magelo.com/en/soultree#S/Gl8lrlalkB2/iGiagg
    Ranged DPS 51 Archon. Use Pyromancer's Armor.

    58 Archon/18 Dominator/0 Harbinger
    http://rift.magelo.com/en/soultree#S/Glt9lliGGAEg/dAkik
    Utility 58 Archon - picks up instant Transmogrify, Deny, and other optional Dominator utility. Use Archon's Bulwark.

    61 Archon/11 Pyromancer/4 Harbinger
    http://rift.magelo.com/en/soultree#Sf/GlkBllaGGiEw/iv28
    DPS 61 Archon with pushback immunity and Flicker for use with Point to Point. Use Archon's Bulwark.

    61 Archon/11 Dominator/4 Pyromancer
    http://rift.magelo.com/en/soultree#d...kBllaGGiEw/ip0
    Utility 61 Archon - picks up Arresting Presence and other early Dominator abilities, plus Point to Point. Use Archon's Bulwark.

    You can only use one Armor buff, this include Fire Armor, Pyromancer's Armor, Eldritch Armor, and Archon's Bulwark. For all builds containing Harbinger you can use Lightning Blade for extra DPS.

    For other builds between 51 and 61 points, adjust points from the above builds.

    Other options are to put 10 points in Warlock for an additional 10% maximum HP or 10 points in Elementalist for a 5% reduction in damage taken, but due to having a permanent 16% damage reduction by keeping your auras up and increased armor and resistance from Archon's Bulwark, survivability is much less of a concern for Archon than it once was. Archon also has a greatly increased DPS ability so improving your personal DPS can be much more beneficial to the raid. You can 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 as a secondary soul for Archon.

    Priorities

    Your goals as an Archon are:
    1. Stay alive
    2. Buff the raid
    3. Debuff the enemies
    4. Maximize your personal DPS


    Raid Buffs

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

    Shared Vigor - Boosts raid endurance by 70. Reduces your endurance by 21, countered by endurance buff from Searing Vitality. Does not stack with Warlock's Neddra's Might or Sentinel's Heroic Resolve.

    Vitality of Stone - Boosts raid Str/Dex/Int/Wis by 70. Reduces your Str/Dex/Int/Wis by 39, countered by stat buff from Pillaging Stone or Archon's Bulwark. Does not stack with Beastmaster's Bond of Power.

    Arcane Aegis - Boosts raid resistances by 65 and armor by 2000. Reduces your resistances by 31 and armor by 656, countered by buffs from Crumbling Resistance and Ashen Defense, or Archon's Bulwark. Does not stack with Bard's Anthem of Glory, Beastmaster's Bond of Shelter, or other raid resist buffs.

    Burning Purpose - Boosts (reduces) raid cast times and autoattack delay by 7%. Increases your cast time and autoattack delay by 7%, countered by cast time buff from Lingering Dust or Archon's Bulwark. Causes debuffs to do damage. Does not stack with Beastmaster's Call of the Forest.

    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 timer. 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.

    You should never need to manually refresh these auras during combat, because of the new Archon ability:

    Patron's Rage - Does Fire damage over 6 seconds. At the end of the channel, refreshes all active Auras.

    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 30 seconds, usable every 5 minutes (death also removes the debuff). 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.

    Alternatively, if there is a Beastmaster in the raid you can allow them to use Command to Attack, which applies the same 5 minute debuff as Flaring Power and has the same 30 second effect (when talented). Command to Attack is an instant ability, allowing you to save your charge for Power Drain or other purposes.

    Another cooldown you have available is Lava Field. This can be used once per minute and increases damage done by 15% for up to 10 allies within the area of effect. The buff lasts 6 seconds and each second refreshes a new 5 second buff, so it effectively lasts 11 seconds. This should be used ideally at the same time as both Flaring Power and Wild Growth/Power Core as it will multiply the effects of those buffs, and every minute otherwise. Make sure to communicate with your raid when placing it since it can easily be mistaken for an enemy's damage AoE.

    Lava Field does not stack with Bard's Orchestra of the Planes. It has a 2 minute cooldown however so these can easily be alternated.

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

    Surging Flare - Reduces cast time by 3% for 6 seconds (10 second cooldown). Does not stack with Beastmaster's Primal Lucidity.
    Volcanic Bomb - Increases damage by 5% for 30 seconds (15 second cooldown). Does not stack with Beastmaster's Call of Savagery or Druid's Natural Dedication.
    Earthen Barrage - Increases Physical and Spell crit by 5% for 30 seconds (15 second cooldown). Does not stack with Beastmaster's Call of Blood.
    Spark Shower - Increases movement speed by 15% for 30 seconds (15 second cooldown). Does not stack with Bard's Anthem of Competence or Beastmaster's Bond of Alacrity.
    Granite Salvo - Increases Attack Power and Spell Power by 225 for 15 seconds (no cooldown). Does not stack with Bard's Motif of Bravery or Druid's Fury of the Fae. Requires 54 Archon.

    These are castbar attacks that give very short-term buffs on anyone in the party or raid, 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 and Spark Shower.

    Although there are many buffs from Bard and Beastmaster which overwrite them, these abilities should still be used in all cases since they contribute significantly to your DPS.

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

    Dominator subspec:
    Code:
    #show Surging Flare
    suppressmacrofailures
    cast Surging Flare
    cast Volcanic Bomb
    cast Earthen Barrage
    cast Spark Shower
    cast Granite Salvo
    cast Leeching Flames
    cast Neural Prod
    cast Searing Vitality
    (For 51 Archon/25 Dominator, replace Granite Salvo with Pillaging Stone)

    General 54+ Archon:
    Code:
    #show Surging Flare
    suppressmacrofailures
    cast Surging Flare
    cast Volcanic Bomb
    cast Earthen Barrage
    cast Spark Shower
    cast Granite Salvo
    cast Leeching Flames
    cast Crumbling Resistance
    cast Searing Vitality
    You can add in Flame Bolt and Countdown from Pyro if available after Granite Salvo in case of movement.

    51 Archon/25 Pyromancer:
    Code:
    #show Surging Flare
    suppressmacrofailures
    cast Surging Flare
    cast Volcanic Bomb
    cast Earthen Barrage
    cast Spark Shower
    cast Countdown
    cast Flame Bolt
    cast Fireball
    cast Leeching Flames
    cast Crumbling Resistance
    cast Searing Vitality
    Also, keep Flame Bolt separate to ensure you keep the 10% damage buff up by using Flame Bolt at least every 10 seconds.

    Throughout the fight, your priority here is to cast the five 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 an instant cast that will regen some mana even if the target dies. It's pretty useless for damage except as a last resort on-the-move ability.

    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 proc 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.

    (Credit for how to maximize Archon/Harb to Coookie and sculti)
    For 51 Archon/25 Harbinger, you will need to manage your raid buffs and slashing attacks separately. When your raid buffs do not need to be refreshed, use the slashing attacks in order to proc Eldritch Armor. Use Eldritch Armor procs to recast raid buffs instantly. Use these two macros:

    Code:
    #show Storm's Fury
    cast Surging Flare
    cast Storm's Fury
    cast Vorpal Slash
    cast Piercing Beam
    cast Storm Slash
    cast Flame Bolt
    cast Leeching Flames
    cast Crumbling Resistance
    cast Searing Vitality
    Code:
    #show Surging Flare
    suppressmacrofailures
    cast Surging Flare
    cast Volcanic Bomb
    cast Earthen Barrage
    cast Spark Shower
    cast Pillaging Stone
    Surging Flare is added to the macro to maintain maximum uptime.

    Eldritch Armor has an internal cooldown between procs, so just after consuming a proc with a raid buff, hard-cast another raid buff as it will do more damage than your slashing attacks. Then go back to slashing attacks to proc Eldritch Armor.

    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 proc 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 Arcane Aegis if you do not have Archon's Bulwark (the self-buff lasts 1 hour). This debuff does not stack with:
    • 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 if you do not have Archon's Bulwark (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.
    • 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. If you don't have Archon's Bulwark you will need to use this to buff yourself to counter the cast time debuff from Burning Purpose.

    Illuminate - Causes the enemy to take additional damage when hit, at most every 3 seconds from each attacker, lasting 20 seconds. In a 20-man raid this debuff adds up to a lot of damage. Also procs Burning Purpose upon application. This debuff does not stack with:
    In this last stacking group, Illuminate is easiest to apply and procs Burning Purpose so it is not a total 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; maintaining Illuminate every 20 seconds is a DPS loss for the Archon. Fortunately the raid buffs now last much longer than their cooldown so refreshing Illuminate will not interfere with 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 support classes should coordinate keeping the debuff up on different mobs.

    Archon also provides two unique debuffs:

    Waning Power - Reduces the enemy's AP and SP by 5% while also buffing your own SP by 10%, for 15 seconds, with a cooldown of 1 minute. Procs Burning Purpose.

    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 anticipated raid or tank damage, as well as whenever you have full charge that is not being used for Flaring Power or other purposes.

    Power Drain is also a debuff so activating it will proc Burning Purpose; this can be used to maximize personal DPS when not casting debuffs, as Burning Purpose can be procced with this between each GCD. This is not as beneficial as it once was due to the greatly decreased damage of Burning Purpose and the 10 charge activation cost.

    Staying Alive

    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. However, you do have 16% reduced damage taken while your auras are up. Also, paying attention to mechanics goes without saying, but you have some other tools:

    Archon's Bulwark - This Armor buff replaces the need to maintain the Pillaging Stone, Ashen Defense, Crumbling Resistance, and Lingering Dust buffs on yourself. It gives you superior (non-stacking) buffs to each of these except the Lingering Dust cast time buff, which is the same 10% to counter Burning Purpose.

    Searing Vitality - Also very 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.

    Power Drain - Lowering the boss's raid damage helps keep everyone alive, including yourself.

    Gear - While learning an encounter, if you are unsure of your ability to survive, there are many gear options to increase your Endurance at the expense of your personal DPS. Note that Spellpower and Spell Crit do not affect any of your raid buffs or debuffs. For armor (left side of character screen), the Mage Rank 80 PvP gear offers the best Endurance, and you can equip much of it without affecting your Hit. 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

    Pillaging Stone - This is your counter to the stat debuff from Vitality of Stone, but with Archon's Bulwark and Granite Salvo it is obsoleted. If you do not have Archon's Bulwark then you should take care to maintain this buff at 5 stacks.

    Point to Point - A unique utility gained at 61 Archon, this creates a teleporter between your current position and the position of your (friendly) target. Anyone can then teleport between the two locations using a temporary ability for 5 minutes or until the totems are killed. Requires line of sight and has a 35 meter max range.

    Purification - Standard single-target cleanse. Can be used in a macro like any other single target cleanse to automatically choose a raid member to cleanse:

    Code:
    #show Purification
    suppressmacrofailures
    cast @mouseoverui Purification
    cast @group01 Purification
    cast @group02 Purification
    cast @group03 Purification
    cast @group04 Purification
    cast @group05 Purification
    cast @group06 Purification
    cast @group07 Purification
    cast @group08 Purification
    cast @group09 Purification
    cast @group10 Purification
    cast @group11 Purification
    cast @group12 Purification
    cast @group13 Purification
    cast @group14 Purification
    cast @group15 Purification
    cast @group16 Purification
    cast @group17 Purification
    cast @group18 Purification
    cast @group19 Purification
    cast @group20 Purification
    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. Since it is also an AoE purge it can be used to purge either a single target or a group of enemies. Remember that it will activate purge mechanics such as Sicaron's purge timer even when used as a cleanse.

    Flowing Sand - Slows the target by 30% and increases your movement speed by 50% for 15 seconds, as well as breaking you free of control effects. Mostly useful for the self effects, 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 casters 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
    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
    Mass Charged Shield (4 pt Dominator) - Puts a shield on all party/raid members that deals damage to any attackers. Decent amount of free damage in fights with high raid damage.

    Reflective Command (8 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
    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.

    Mana Wrench (12 pt Dominator) - Drains the target's mana/energy/power and restores your own mana. Useful for energy mechanics.

    From Necromancer:

    Consumption (6 pt Necromancer) - Single purge that also restores your mana, 5 second cooldown.

    From Harbinger:

    Lightning Blade (0 pt Harbinger) - Self-buff that gives a 5% chance for your attacks to do additional Air damage.

    From Pyromancer:

    Fire Armor (2 pt Pyromancer) - Increases fire damage by 5%

    Internalize Charge (4 pt Pyromancer) - Charge-consuming toggle that increases damage by 10%, worthless to use over Power Drain unless you have points in Innate Fire to bring the damage bonus to 19%.

    Flicker (11 pt Pyromancer) - Teleports forward 15 meters and acts as a second Break Free with a 20s cooldown.

    In a Nutshell

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

    - Activate Archon's Bulwark and auras before fight
    - Apply Illuminate, Crumbling Resistance, and Ashen Defense.
    - Apply Searing Vitality if it isn't up.
    - Apply Lingering Dust if you are not using Archon's Bulwark.
    - Use spam macro to cast Surging Flare, Volcanic Bomb, Earthen Barrage, and Spark Shower.
    - (If Beastmaster is not using Command to Attack) Activate Flaring Power after Volcanic Bomb.
    - Apply 5 stacks of Pillaging Stone if you are not using Archon's Bulwark.
    - Spam macro.

    After that:
    - Power Drain when you have charge and to pre-empt boss damage.
    - Waning Power to pre-empt boss damage.
    - Use Illuminate, Crumbling Resistance, and Ashen Defense on any new bosses or single adds.
    - Use Patron's Rage (with Power Drain active if possible) on cooldown when you do not have to refresh buffs or debuffs for 6 seconds. It must channel the full 6 seconds in order to refresh your buffs, if your channel is interrupted you will need to wait until it is off cooldown again. Power Drain can be deactivated after the channel starts without affecting the damage.
    - Refresh Searing Vitality before it wears off (5 minutes).
    - Refresh Illuminate every 20 seconds if it is not covered by another support class.
    - Refresh Crumbling Resistance and Ashen Defense on the boss before they wear off (5 minutes).
    - Refresh Lingering Dust and Pillaging Stone before they wear off if not using Archon's Bulwark.
    - 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.

    For 51 Archon/25 Pyromancer use your charge for Internalize Charge whenever it is not needed for Power Drain or other abilities. Use Cinder Burst when you get a Pyromancer's Armor proc.

    For 51 Archon/25 Harbinger use Charged Blade, but disable it when you need to use charge for Power Drain or other abilities. After initially applying raid buffs, use slashing attacks to get Eldritch Armor procs for reapplying raid buffs.

    This concludes my guide to Archon. I hope this has been helpful, thanks for reading and feel free to leave feedback!
    Last edited by TheGrinnz; 05-11-2013 at 09:38 PM. Reason: added harb spec macros

  2. #2
    Soulwalker
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    Tank you I you forever ))

  3. #3
    Rift Disciple
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    Don't know if bug or not, but Burning Fury doesn't actually work on Granite Salvo, Surging Flare, Earthen Barrage, Volcanic Bomb, and Spark Shower... for me anyway. Maybe I'm bugged.

  4. #4
    Rift Master sculti's Avatar
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    Quote Originally Posted by nyleva View Post
    Don't know if bug or not, but Burning Fury doesn't actually work on Granite Salvo, Surging Flare, Earthen Barrage, Volcanic Bomb, and Spark Shower... for me anyway. Maybe I'm bugged.
    i allready reported that and Kervik responded that it will be fixed

    he hasnt so far, tho it should be an easy fix
    sculzilla - cleric - 4/4 3/3 5/5 BoB: Greenscale/Akylios
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  5. #5
    Telaran
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    Looks like you put a lot of work into this, thanks.

  6. #6
    Soulwalker Skrigg's Avatar
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    Thanks for the guide.

    Is it worth going 51 if you have a bard providing Bravery for more damage? I feel like having Bulwark and not needing to maintain LS/PS self buffs is pretty nice. Anyone compared the damage from a 61 to 51 pt spec? If so mind sharing results?

  7. #7
    Shadowlander
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    Default Archon in 5-man?

    I really want to be able to play Archon support (as opposed to Chloro) in 5-man instances, but I always get yelled at. Does everyone agree that Archon is not worth it in 5-man instances?

  8. #8
    Prophet of Telara Frailaq's Avatar
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    Quote Originally Posted by riguy11 View Post
    I really want to be able to play Archon support (as opposed to Chloro) in 5-man instances, but I always get yelled at. Does everyone agree that Archon is not worth it in 5-man instances?
    Depends on what your group needs.

    Archon gives a small amount of incoming dmg reduction to your group and a small boost to your group's outgoing dmg while providing a relatively high amount of self dps.

    Chloro provides a lot of extra healing and a decent amount of self dps.

    Hybrids such as harb/chloro or even the *shudder* archon/chloro build make a compromise between the two.

    Because of this, if you have a group where the tank is getting one shot while topped off then Archon is one of your only choices to help mitigate the dmg he's receiving. However, if the tank is never managing to stay topped off or if group members are dying because incoming dmg is not getting healed through then a Chloro will probably serve your group much better. If you still want the dps but need to provide a small amount of extra group heals then pick up a harb/chloro build. The good news is, most harb/chloro solo specs provide just enough healing to be of decent assistance without decreasing their dps by a significant amount.

  9. #9
    RIFT Guide Writer TheGrinnz's Avatar
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    Quote Originally Posted by riguy11 View Post
    I really want to be able to play Archon support (as opposed to Chloro) in 5-man instances, but I always get yelled at. Does everyone agree that Archon is not worth it in 5-man instances?
    Archon is excellent in 5-man groups as a DPS. It cannot fulfill the support healing role.

  10. #10
    Soulwalker
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    I just came back and had heard they had broken macros with 1.10. Why are you still using a macro?

  11. #11
    RIFT Guide Writer TheGrinnz's Avatar
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    Quote Originally Posted by Nelvardict View Post
    I just came back and had heard they had broken macros with 1.10. Why are you still using a macro?
    Macros work the same as they did before. Some specs had their abilities changed so macros are less optimal. Archon was not one of these specs.

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    Shadowlander
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    I would like to point out the 5% increased fire damage from pyro does not stack with the 58 archon mage buff, as it is listed in your guides.

  13. #13
    Ascendant
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    Hmm, I had thought that fire armor is an additive bonus and not a multiplicative bonus.

  14. #14
    RIFT Guide Writer TheGrinnz's Avatar
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    Quote Originally Posted by Nexemis View Post
    I would like to point out the 5% increased fire damage from pyro does not stack with the 58 archon mage buff, as it is listed in your guides.
    Archon's Bulwark is classed as an Armor buff so it indeed cannot be used with Fire Armor, or Eldritch Armor for that matter. Thanks for pointing it out.
    Last edited by TheGrinnz; 12-16-2012 at 04:53 PM.

  15. #15
    Shadowlander Martimar's Avatar
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    Excellent guide!

    I tried this spec in PVP... It hits like a truck! I was actually surprised at how much this spec got buffed!

    I tried all variations, 61 Archon, 10 pyro and 5 harb is the best for PvP
    Australia FTW!

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