Post by Criswolf09 on Jul 11, 2022 13:44:02 GMT -5
Guide Overview
Hello guys and girls, today I bring you a new and updated guide for the Grimoire Archetype. So what does this hero do? This is a magic wielder hero that uses the Hybrid Role can adapt their build to be a good healer or a fearsome ranged damage warrior. This is one of the twelve base free archetypes
Main Mechanics:
1. Enchantments: These are buffs granted by multiple powers and advantages that will enhance the survability of our hero.
A. Illumination: This buff increases by 3% the healing received by our allies.
B. Light Everlasting: This buff is a heal over time that will heal allies around us.
C. Mystified: This buff reduces the energy cost of the powers from the Celestial, Darkness, Sorcery and Infernal Supernatural by 3% and stacks up to 3 times for 15 seconds.
D. Detect: This is a buff that increases the Stealth detection temporaly, allowing our hero and allies to see invisible foes like VIPER's Infiltrators.
E. Circles: These powers can boost our hero in many ways like increasing damage (Circle of Ebon Wrath), defense (Circle of Primal Dominion), energy (Circle of Arcane Power) or even revive our hero (Circle of Radiant Glory).
F. Runes: These are areas created by many powers and advantages that primarily heal our hero and surrounding allies for a small amount of health every 2 seconds for 10 seconds. There are other Runes which recharge energy, grant shields or even revive fallen allies.
G. Spellcaster: This is a toggle form that will grant us stacks of Ensorcelled which increases the ranged damage of our hero by a large amount and melee damage for a lesser amount everytime we apply an Enchantment or a Curse directly. This power grant a stack of this form once every 4 seconds, stacks up to 8 times and the damage bonus of this ability scales with our Intelligence stat. Also increases our energy costs by 10%. The fact that this power is considered an Enchantment will not trigger its stacking effect.
2. Curses: These are debuffs granted by multiple powers and advantages that will apply negative status effects on the enemies lowering their effectiveness in battle.
A. Illuminated: This is a debuff which will be placed on a foe, and allies attacking this marked target have a 15% chance to be healed by the Mend buff restoring a small amount of health over time.
B. Jinx: This is a debuff which will be placed on a foe, reducing their damage for 10% as well their movement speed for 15% for 8 seconds. After Jinx expires, the target will be Knocked down.
C. Debilitating Poison: This is a debuff that reduces the foe's resistance against Toxic damage by 18% for 15 seconds. This is also considered a Poison effect.
D. Noxious Poison: This is a debuff that places a Toxic damage over time on a foe and will deal damage to the target and their allies around them. This is also considered a Poison effect.
E. Hexed: This is a debuff that reduces the foe's resistance against Magic damage by 18% for 15 seconds.
F. Devoid: This is a debuff that reduces the foes's resistance against Dimensional damage by 18% for 15 seconds.
G. Corruption: This is a debuff which will make enemies of the ranks Henchmen and Villain fight for our hero for 12 second. When Corruption expires Henchmen take damage of their maximum health points.
H. Sigils of Ebon Weakness: This power will summon 5 Sigils that each one will reduce the damage dealt by our enemies and their base movement speed scaling with our Presence stat.
Archetypes Super Stats
1. Primary Stat: Intelligence
2. Secondary Stats: Ego and Presence
Specialization Trees
1. Level 10: Intelligence
2. Level 20: Guardian
3. Level 30: Overseer
Archetype Power Progression
1. Eldritch Bolts
1. Eldritch Blast
6. Pillar of Poz
8. Aura of Primal Majesty
11. Skarn's Bane OR Invocation of Storm Calling
14. Concentration OR Compassion
17. Arcane Vitality OR Vala's Light
21. Eldritch Shield
25. Circle of Arcane Power OR Conjuring
30. Sigils of Destruction OR Sigils of Radiant Sanctuary
35. Sigils of Arcane Runes OR Sigils of Ebon Weakness
40. Hex of Suffering OR Divine Renewal
Power Explanation
Level 1 - Eldritch Bolts: This is our energy builder power that doesn't need to be ranked up in order to generate energy for us so I recommend leaving it at rank 1. It will deal Magic damage to the target and the first hit is slightly more effective as well has a 15% chance to Root the target in place for 11 seconds. The special advantage of this power is called Wizard's Descretion and now each hit has a 20% chance to Stun the target for 2 seconds.
Level 1 - Eldritch Blast: This is a power that can be charged to launch a focused bolt of magic energy, and is tagged as a Blast for specialization tree purposes, which has a 12% - 50% chance to apply the Mystified buff to our hero. Mystified reduces the energy cost of the powers from the Celestial, Darkness, Infernal Supernatural and Sorcery power sets for 3% for 15 seconds and stacks up to 3 times. This effect is considered an Enchantment. This power has the following special advantages:
a. Sorceror's Whim: This advantage will grant a 25-100% chance (based on charge time) to Root the enemy for 12 seconds.
b. Chant: Eldritch Blast now refreshes the duration of the Hexed debuff on the target.
c. Blinding Light: This advantage will apply the Illumination buff to our hero and near allies for 20 seconds. Blinding Light will also apply to the target the Illuminated debuff which will cause foes attacking the target to receive the Mend heal over time with a chance of 15%.
d. Bad Luck: Which will apply with a 25-100% chance (based on charge time) the curse effect called Jinx to the foe reducing their damage for 10% as well their movement speed for 15% for 8 seconds. After Jinx expires, the target will be Knocked down.
Level 6 - Pillar of Poz: This power will deal Magic damage to foes near our hero and place a Healing Rune on the floor, which radiates healing pulses for our hero and near allies healing us for a small amount of HP every 2 seconds for 10 seconds. This power has the following special advantages:
a. Dizzying Impact: This advantage will apply the Disorient debuff to the enemies, reducing their damage by 10% and their movement speed by 15% for 12 seconds.
b. Immense Power: This advantage will cause Pillar of Poz to Knock back the targets.
c. Dilemma: This power now applies the Jinx debuff to all targets.
d. Mystical: This advantage will cause this power to apply a stack of Mystified to our hero and refresh the duration of other stacks if they are present.
Level 8 - Aura of Primal Majesty: This is our Slotted Passive which is one the four Sorcery aura powers that will boost the stats of our hero for a certain amount of points. This increase varies if we are using the Hybrid or Support Role, in Hybrid Role the benefit of the stat boost is stronger for our hero and weak to neaby allies while in Support Role the case is the oposite given we will receive a small stat boost and our allies a strong buff to their stats. These benefits scales with our Super Stats for our hero and the allied portion scales with our Presence stat. Aura of Primal Majesty has a reach of 100ft and can affect up to 20 allies.
Level 11 - Skarn's Bane OR Invocation of Storm Calling: This is the first choice between two powers for this archetype.
1. Skarn's Bane: This power will deal Magic damage to foes in front of our hero in a 45 degree cone and a 50ft reach every 0.5 seconds. Each pulse of this power has a 10% chance to apply the Hexed debuff to the targets and fully maintaining it will raise this chance to 100%. This power has the following special advantages:
a. Warlock's Malice: Each pulse of this power now has a 20% chance to Root enemies in place for a short time.
b. Chaos Magic: Each pulse of this power now has a 20% chance to apply Bane to the targets. Bane will apply one of the following debuffs to the targets randomly: Fear, Confuse, Stun, Disorient, Lethargic, Bleed, Deadly Poison, Clinging Flames, and Stagger. This what is advertised in the tooltip but this advantage will apply more random debuffs.
c. Mystical: Each pulse of this power now has a 20% chance to apply the Mystified buff to our hero.
d. Trance: Each pulse of this power now has a 20% chance to briefly Stun the targets. If they are affected by Jinx the chance raises to 100%.
2. Invocation of Storm Calling: This power will deal damage to foes around our hero in a 25ft distance every 1 second for 5 seconds and if fully maintained this ability will deal bonus damage by striking foes with bolts of lightining as well apply the Jinx debuff to all targets. This power has the following special advantages:
a. Strong Winds: This power will now Repel foes from our hero while it is maintained.
b. Electrify: This power now has 20% chance to apply the Negative Ions debuff to the targets. Negative Ions is the signature debuff of the Electricity powerset.
c. Light Up The Sky: On a full maintain this power will apply the Illuminated debuff to the targets.
d. Mystical: On a full maintain this power will apply the a stack of the Mystified buff to our hero and will refresh existing stacks.
Level 14 - Concentration OR Compassion: This is the second choice between two powers for this archetype.
1. Concentration: This is a toggle form that will grant us stacks of Concentration which increase the ranged damage of our hero by a large amount and melee damage for a lesser amount everytime we fully charge or maintain a ranged power or attack a foe for more than 25 feet away. We can gain a stack of this form once every 4 seconds, stacks up to 8 times and the damage bonus of this form scales with our Ego or Intelligence stat, whichever is higher. Also increases our energy costs by 10%.
2. Compassion: This is a toggle form that will grant us stacks of Compassion which increase the healing and shield strength of our hero by a large amount and damage for a lesser amount everytime we directly heal an ally or ourselves. We can gain a stack of this form once every 4 seconds, stacks up to 8 times and the damage bonus of this form scales with our Presence or Recovery stat, whichever is higher. Also increases our energy costs by 10%.
Level 17 - Arcane Vitality OR Vala's Light: This is the third choice between two powers for this archetype.
1. Arcane Vitality: This power will heal allies in front of our allies or our hero if there's no target selected, and the heal will become weaker if we are healing more than 2 targets at the same time every 0.5 seconds within a 45 degree cone in a 50ft reach. The special advantages of this power are the following:
a. Impart Freedom: Which on a full maintain will remove all control effects on our allies if they are held, rooted or disabled.
b. Mystical: Each pulse of this power now has a 20% chance to apply the Mystified buff to our hero.
2. Vala's Light: This power will heal allies around us as well our hero in a 25ft sphere with a 3 seconds cooldown. The special advantage of this power Light Everlasting which will heal our hero and allies every second for 10 seconds.
Level 21 - Eldritch Shield: This is our block replacer power that can be maintained to reduce incoming damage from foes' attacks. The feature of this power is that it grants better Non-Physical damage resistance than other block powers. Eldritch Shield will generate energy based on the damage taken and our Recovery stat. The special advantage of this power is called Imbue with Power which will cause different effects depending if our Slotted Passive power is one of the four Sorcery Auras.
Level 25 - Circle of Arcane Power OR Conjuring: This is the fourth choice between two powers for this archetype.
1. Circle of Arcane Power: This power will conjure a Circle at the feet of our hero generating energy over time and also reduces our energy decay rate by a certain percentage. This ability cannot coexist with any Energy unlock powers and will dissapear if we leave the circle after a few seconds, also counts as having an Energy Form. The special advantage of this power is called Advanced Casting which will prolong the existance of the circle if we leave it up to 10 seconds and costs 3 advantage points.
2. Conjuring: This power is an energy unlock power that will generate energy over time if we apply a Curse effect directly. The energy return of this ability scales with our Intelligence and Recovery stats.
Level 30 - Sigils of Destruction OR Sigils of Radiant Sanctuary: This is the fifth choice between two powers for this archetype.
1. Sigils of Destruction: This power will summon forth 5 Sigil stones that will deal Magic damage in the form of lightning bolts every 2 seconds around our hero. There is a 10% chance that the lightning bolt will chain from one sigil stone to another and then to the foe dealing 77,5% of the initial amount of damage. We can only have one set of Sigils spawned at a time and this ability has a 30 second cooldown. This power has the following advantages:
a. Mystic Transference: This advantage will cause the power to now summon two Stones that can coexist with another sigils, the recharge time of the power will be reduced to 10 seconds, the activation time and its energy cost.
b. Inner Peace: Which will apply the Restoration self heal over time that will heal us for a small amount every 2 seconds for 6 seconds. If our health is below 20% this heal effect will be stronger on the first pulse as well the following heal pulses. Activates a shared cooldown with similar advantages of 4 seconds.
2. Sigils of Radiant Sanctuary: This power will summon 5 Sigil stones around our hero that will buff them alongside our allies by granting a small amount of resistance against all damage, a small amount of heal over time and place them in Stealth making it hard for foes to see us, a moderate amount of resistance to Knock and Hold effects as well. This power has the following special advantages:
a. Mystic Transference: This advantage will cause the power to now summon two Stones that can coexist with another sigils, the recharge time of the power will be reduced to 10 seconds, the activation time and its energy cost.
b. Inner Peace: Which will apply the Restoration self heal over time that will heal us for a small amount every 2 seconds for 6 seconds. If our health is below 20% this heal effect will be stronger on the first pulse as well the following heal pulses. Activates a shared cooldown with similar advantages of 4 seconds.
Level 35 - Sigils of Arcane Runes OR Sigils of Ebon Weakness: This is sixth choice between two powers for this archetype.
1. Sigils of Arcane Runes: This power will spawn five Sigil stones around our hero and they will explode when a foe comes within 15ft of the Sigil dealing Magic damage to them. The special advantages of this power are the following:
a. Mystic Transference: This advantage will cause the power to now summon two Stones that can coexist with another sigils, the recharge time of the power will be reduced to 10 seconds, the activation time and its energy cost.
b. Inner Peace: Which will apply the Restoration self heal over time that will heal us for a small amount every 2 seconds for 6 seconds. If our health is below 20% this heal effect will be stronger on the first pulse as well the following heal pulses. Activates a shared cooldown with similar advantages of 4 seconds.
2. Sigils of Ebon Weakness: This power will spawn five Sigil stones around our hero and they will lower the base damage of the foes as well the movement speed of the enemies that are close to them, this effect scales with our Presence stat. The special advantages of this power are the following:
a. Mystic Transference: This advantage will cause the power to now summon two Stones that can coexist with another sigils, the recharge time of the power will be reduced to 10 seconds, the activation time and its energy cost.
b. Inner Peace: Which will apply the Restoration self heal over time that will heal us for a small amount every 2 seconds for 6 seconds. If our health is below 20% this heal effect will be stronger on the first pulse as well the following heal pulses. Activates a shared cooldown with similar advantages of 4 seconds.
Level 40 - Hex of Suffering OR Divine Renewal: This is the final choice between two powers for this archetype.
1. Hex of Suffering: This power is ranged area attack that will mark a foe with a Curse dealing Magic damage to them and their allies every second for 16 seconds. The damage of this power scales with our Critical Hit Chance and Severity but can't perform a Critical Hit as well innately apply the Hexed debuff to all targets. The special advantages of this power are the following:
a. Rune of Lethargy: Which will make this power Root enemies in place for 8 seconds.
b. Rune of Dismay: Which will make this power Stun enemies for 2 seconds, making them unable to perform any actions.
c. Rune of Terror: Which will make this power to apply the Fear debuff to the enemies causing them to cower in our presense, lowering their damage by 10% for 12 seconds. Fear is considered a Mental State.
2. Divine Renewal: This power will bring back to life a defeated hero within 25ft with a percentage of their life scaling with the rank of this power. The special advantage of this ability is called Radiant Renewal which will increase the area of effect of this power to 50ft, revive up to 4 heroes that have been defeated and the health they return with is divided among them, but doubling the charge time of this power from 2 seconds to 4 seconds.
Build Examples
1. Shaman - Healer Build Recommended for PVE
Level 1: Eldritch Bolts
Level 1: Eldritch Blast (Blinding Light, Bad Luck)
Level 6: Pillar of Poz (Immense Power)
Level 8: Aura of Primal Majesty (Rank 2, Rank 3)
Level 11: Invocation of Storm Calling (Rank 2, Light Up The Sky, Accelerated Metabolism)
Level 14: Compassion
Level 17: Arcane Vitality (Rank 2, Rank 3)
Level 21: Eldritch Shield (Rank 2, Rank 3)
Level 25: Circle of Arcane Power
Level 30: Sigils of Radiant Sanctuary (Rank 2, Rank 3)
Level 35: Sigils of Ebon Weakness (Rank 2, Rank 3)
Level 40: Divine Renewal (Radiant Renewal)
2. Master Mage - Ranged Damage Build Recomended for PVE
Level 1: Eldritch Bolts
Level 1: Eldritch Blast (Chant, Blinding Light)
Level 6: Pillar of Poz (Immense Power)
Level 8: Aura of Primal Majesty (Rank 2, Rank 3)
Level 11: Skarn's Bane (Rank 2, Chaos Magic)
Level 14: Compassion
Level 17: Vala's Light (Rank 2, Rank 3)
Level 21: Eldritch Shield (Rank 2, Rank 3)
Level 25: Conjuring
Level 30: Sigils of Destruction (Rank 2, Rank 3)
Level 35: Sigils of Arcane Runes (Rank 2, Rank 3)
Level 40: Hex of Suffering (Rune of Lethargy, Rune of Dismay)
3. Street Wizard - Duelist Build Recomended for PVP
Level 1: Eldritch Bolts
Level 1: Eldritch Blast (Chant, Break Through)
Level 6: Pillar of Poz
Level 8: Aura of Primal Majesty (Rank 2, Rank 3)
Level 11: Skarn's Bane (Rank 2, Warlock's Malice)
Level 14: Concentration
Level 17: Arcane Vitality (Rank 2, Impart Freedom)
Level 21: Eldritch Shield (Rank 2, Rank 3)
Level 25: Conjuring
Level 30: Sigils of Destruction (Rank 2, Inner Peace)
Level 35: Sigils of Ebon Weakness (Rank 2, Rank 3, Mystic Transference)
Level 40: Hex of Suffering (Rune of Lethargy, Nailed to the Ground)
Specializations for all builds[/u]:
Intelligence: Preparation (2/2)
Intelligence: Enlightened (3/3)
Intelligence: Detect Vulnerability (3/3)
Intelligence: Expertise (2/2)
Guardian: Fortified Gear (3/3)
Guardian: Ruthless (2/2)
Guardian: Find the Mark (3/3)
Guardian: The Best Defense (2/3)
Overseer: Ruthless (3/3)
Overseer: Impact (2/2)
Overseer: Trapped (3/3)
Overseer: Conservation (2/2)
Mastery: Intelligence Mastery (1/1)
Talents for all builds
Level 7: Academics (Int: 5, Ego: 5)
Level 12: Diplomatic (Int: 5, Pre: 5)
Level 15: Showmanship (Ego: 5, Pre: 5)
Level 20: Healthy Mind (Con: 5, Int: 5)
Level 25: Shrug It Off (Con: 5, Pre: 5)
Level 30: Ascetic (Con: 5, Ego: 5)
For gearing this Archetype I suggest the following gear:
1. Baseline:
Primary Gear:
Heroic Glove of Precision + Intelligence Enhancement x2 + Gambler's Lucky Gem
Heroic Gloves of Healing + Presence Enhancement x2 + Sentinel's Brooch
Heroic Breastplate of Defense + Constitution Armoring x2 + Impact Prism
Heroic Helmet of Efficiency + Recovery Enhancement x1 + Endurance Armoring x1 + Gambler's Lucky Gem
Secondary Gear:
Armadillo's Goggles
Armadillo's Ring
Armadillo's Boots
The Armadillo secondaries can be obtained in the Questionite store for 75000 points of refined questionite. You can obtain this currency by doing Adventure Packs, Comic Series, Serials and daily alert missions from the Alerts Coordinator in Renaissance Center near Defender.
2. Endgame
Primary Gear:
For Ranged Damage Build
Distinguished Gloves of Offense + Intelligence Enhancement x2 + Gambler's Lucky Gem x2
Distinguished Armor of Freedom + Constitution Armoring x2 + Impact Prism x2
Distinguished Helmet of Efficiency + Recovery Enhancement x1 + Endurance Armoring x1 + Gambler's Lucky Gem x2
OR
For Healer Build
Virtuous Gloves of Precision + Presence Enhancement x2 + Sentinel's Brooch x2
Virtuous Armor of Freedom + Constitution Armoring x2 + Impact Prism x2
Virtuous Helmet of Efficiency + Recovery Enhancement x1 + Endurance Armoring x1 + Gambler's Lucky Gem x2
Secondary Gear:
Cosmic Strike + Special mod of your choice rank 5 max (Cosmic Strike drops from Teleiosaurus)
Cosmic Presence + Special mod of your choice rank 5 max (Cosmic Presence drops from the Eidolon of Destruction) for Healer Build
Cosmic Talons of Rage + Special mod of your choice rank 5 max
Cosmic Vision of Rage + Special mod of your choice rank 5 max
The Endgame Gear refers to the items that can be unlocked by defeating Cosmic Threats (Teleiosaurus, Qwyjibo, Kigatilik and the Eidolon of Destruction) at level 40, who award Silver and Gold Champions Recognition tokens as well have a rare chance to drop cosmic secondary gear. The cosmic secondary gear can also be bought at the Champions Recognition vendors around the different maps with the respective perks. Be aware that you can only beat 3 cosmic monsters per day plus one fight against the Eidolon of Destruction and each fight will provide diminishing rewards.
Conclusion:
Well this is the guide, I hope it is helpful for you guys and have fun. If you have a question or suggestion on how to improve the guide, the feedback is always welcome!