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  Dastion's Guide to The Archmage (2)  
 
Archmage Spell Graphics
The Archmage gets a wide variety of spells and effects. Unlike other casters there is little "theme" to each of his spells. A Bright Wizard's spells are all fire, explosions, and smoke while a sorceress deals mainly in shadows and pain. But the Archmage spell effects are quite varied. Heals are generally represented by radiant lights and swirling colors. While damaging spells range from a prismatic spear of light lancing into your enemies to lightning that shoots from the tip of your staff. Mainly the spells seem to fall along the lines of shimmering lights, prismatic rainbow effects, and storm type effects. Though there are a few exceptions.

How the Archmage Compares
An important thing to note is that Mythic prefers we do not directly compare healers. Each career should be taken on it's own and for what it can attribute. Unfortunately, this inevitably results in comparisons since, how can you gauge your true contribution except by comparison to the rest of your archetype? So, while I will provide this section at the request of others, I urge you to not forget that I cannot possibly cover all of the pros and cons, similarities and differences, there will always be one thing a career gets it's peers do not. This is by design, even in DAoC Mythic built the careers and factions on a "similiar yet different" concept. Careers that fill the same role are similar at their core, especially those of the same sub-archetype (Melee Healer, Flex Healer, and Nuker Healer being those sub-archetypes), yet they will have intentional differences despite in order to give them their own unique feel.

The Goblin Shaman
This career is your mirror, or as some devs prefer to put it, your "analog". You share a mechanic and a playstyle. Both careers have a different "feel" despite this. To be quite honest, the Shaman is currently better at you in most things. You might have a slight advantage in the debuff area, simply by virtue of Radiant Gaze being able to be made AoE and having an anti-heal. But if it is an advantage, it's a slim one.

In my mind, the Archmage should focus on being pro/anti ranged/healer careers. While the Shaman should focus on being pro/anti tank/MDPS careers. Why? It fits their concepts. The Shaman is fueled, literally, by the energy of the Waaagh (War). While the Archmage is known for being one of the best magical users around. This seemed to be the way Mythic was going at first, giving the Shaman spells like 'Ere we go!, Gork's Barbs', and Gork Sez Stop. These spells seem ideal for buffing or hindering tanks and MDPS. Even their Mork mastery spells seem to encourage being used on people who are in the thick of things like tanks and mdps. Shrug it off is best if the target is taking frequent damage, and Do Sumfin Useful is the same.

Yet, on the counter point of being anti-RDPS/Healer he still wins. Sure you can debuff Intelligence and Ballistic Skill (Rainlord used to only debuff those stats, strength was added in later). But he can steal it, making the enemy's potential his own (sound like a familiar career description to anyone?). Yer Not So Bad quite simply blows Drain Magic out of the water. I mean, does anyone really think doing a little bit of damage is worth making the enemy lose less AP and not getting that AP for yourself?

But, at the same time, I don't feel jealous of the Shaman. I just feel he's had more attention, more thought, more of a "niche". Relatively speaking, the Archmage is extremely new. For the longest time, we all thought that the AM would use "Drain Magic" as a career defining mechanic. It was a bit of a shock when we found he had essentially become a copy/paste of the Shaman with a Elf'd up description of Waaagh. I am certain this guide will need a LOT of updating in the patches to come as Mythic gets the content more fine tuned and careers start getting more attention.

The Runepriest/Zealot
These careers are called the "Flex Healers" for a reason. In aspect of healing they want to persue they can excel in. One the one hand, they will tell you that it's a disadvantage that their heals are spread out, unlike ours. I would tell you differently though. While this is, in fact, a disadvantage of some sort. It also means that no matter what they specialize in they will have potent heals AND damage. Meanwhile, if you focus in heals your damage falls behind, if you focus in damage your heals fall behind. If you focus in debuffs...well, you get where this is going.

So, the question is, is being able to focus in a single sort of spellcasting worth the others falling behind? I mean, if you focus in healing role and spec so, then your mechanic will boost your damage..right? Yes, this is true. You can instantly cast your weak DDs or add +25% to your weaker instant spells. Does this occasional bonus outweigh the constant 30-50% bonus the Flex Healers receive to both damage and healing spells in the path of their choice? I tend to think not.

In addition to this, you also receive less healing options baseline. Every career gets the same basic heals. A Heal + HoT, a HoT, A Big Heal, and a Group Heal (Melee Healers receive special versions). And..that's all you get...the basics. Meanwhile, flex healers get an instant cast small heal, a shield that doesn't have a group requirement AND heals the target when it fades, and a HoT that bounces to 6 targets.

So, currently, less options overall and less versatility. This is an issue that effects both the AM and Shaman.

The Warrior Priest/Disciple of Khaine
It is quite difficult to compare the Archmage to these careers simply because they play so differently. The ability to use dual targeting, stay in melee range, watch health bars, ect. is so important and valued on these careers that I find it nigh impossible to compare them to any other career in terms of playstyle. But I'll try.

The Melee Healers are extremely potent if played correctly, I might go so far to say that a well played Melee Healer will outdo you. But it's difficult to say. Their mechanic is such a limitation that the requirement to be in melee or channel their AP->Mechanic skill is necessary. An Archmage can, if he chooses, just stand back and focus on healing. And he'll excel. No, he doesn't have as many options as other healers, but he has the tools to do what he needs to do. Meanwhile, if his group is getting hit hard a Melee Healer might find himself out of AP and either HAS to go melee or stand there and convert his AP. His group healing is excellent, especially if he goes into his healing path, and his heals are much quicker. Their "big heal" was long since converted into a channeled melee attack that heals your defensive target, which has some severe limitations since, if you're up against a tank, it'll heal little. And the lack of "Sticky Targeting" makes keeping an offensive and defensive target difficult at best.

This is one situation where I'd have to say the AM comes out ahead simply by virtue of the Melee Healers not currently being able to truly fulfill the healing role in combat as a true Healer Archetype currently. But, when it comes to "mixing it up" the Melee Healers do pull ahead.
 
     
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