Warhammer Online Class Guide: Archmage RvR Abilities, Tactics and Morales

Article by Vox (3,476 pts ) , published Jul 1, 2009

The Archmage can be a very powerful class when played correctly, but it can be difficult to know which abilities will be best for RvR and for each mastery. This guide covers RvR with each of the Archmage masteries: Isha, Asuryan and Vaul.

Generally Useful RvR Abilities

amg1While an archmage can be played in many different ways, and each mastery has very specific skills that benefit it, there are a few abilities and tactics that you will want to at least be comfortable using no matter what. Perhaps your most useful skill, no matter what you choose, is Blessing of Isha (20). This powerful heal will restore a significant portion of your allies' health. Whether you play as a healer or a damage dealer, you will want to find ways to work this in periodically, as it is your most useful heal. Make sure you have Dissapating Hatred (7) and Walk Between Worlds (12) readily available to detaunt encroaching enemies. Shield of Saphery (14) and Cleansing Light (16) are unique abilities that you should be ready to use, even if you have not put mastery points in Isha.

RvR Abilities: Path of Isha

Amg 05For the first 20 levels as an Archmage, your most important abilities will be Healing Energy (1) and Lambent Aura (3). Use Boon of Hysh when necessary, but it is a slow cast and easily set back, so you will want to use your first two heals more often, as they leave you less exposed. Your first mastery ability, Balance Essence (Path of Isha:5) is very useful if you plan to play as a hybrid, otherwise, it is worth taking only if you do not need the mastery points. Funnel Essence (Path of Isha: 9) on the other hand, is an amazingly powerful ability, especially for a healing-focused Archmage, and should picked up in most, if not all Isha mastery builds. Magical Infusion (Path of Isha: 13) is a contentious ability, and not all Archmages believe it stands up as the x13 ability. Pick it up if you need the extra healing, and skip it if you don't.

RvR Abilities: Path of Asuryan

wararchmageThe Path of Asuryan is all about dishing out damage, and that makes picking abilities fairly straighforward. Radiant Lance (1), Law of Conductivity (2) and Searing Touch (5) are all great mainstays, and are good at building up Force so that you can unleash a quick Blessing of Isha when necessary. All of Asuryan's mastery abilities are useful. Fury of Asuryan (Path of Asuryan: 5) is useful, but if you don't take it, you can easily make up the difference with non-mastery spells. Feel the Winds (Path of Asuryan: 9) seems lke it would fit better in Vaul, but it is well worth taking, as the spirit debuff makes your spells do significantly more damage. Finally, Cleansing Flare (Path of Asuryan: 13) is a little weakened by its long cast time, but it is still a powerful skill and well worth taking if you go this far into Asuryan.

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