Post by Criswolf09 on Jul 25, 2022 15:58:16 GMT -5
Guide Overview
Hello guys and girls, today I bring you a new and updated guide for the Witch Archetype. So what does this hero do? This hero wields voodoo powers and infernal magic to debuff enemies with toxins withering them the more Poison they have. This is a Support Archetype that can be either a healer or a crowd controller.
This is a premium Archetype that can be purchased by Silver Players from the Zen Store or is free for Lifetime Subscribers
This Archetype can be obtained for free by gathering 750 Turakian Coins during the Bloodmoon Event on October to unlock from the Store of Dweomer
Main Mechanics:
1. Deadly Poison: This is a toxic damage over time effect that deals damage once every second for 16 seconds. Stacks up to 5 times.
2. Debilitating Poison: This a debuff that lowers the foes resistance to Toxic attacks by 18% for 15 seconds. This effect is also considered a Curse for Sorcery interactions.
3. Paralyze: This is a Crowd Control effect that will render the enemy unable to perform any actions until this effect expire. Friendly targets/allies of our hero can break the hold by dealing damage to the held target.
4. Incapacitate: This is a Crowd Control effect that will hold enemies after 1 second of maintaining a certain power and while the it lasts, the effect will be refreshed by 1 second as well prolong for a short time the duration of this effect. Friendly targets/allies of our hero will break the hold by dealing damage to the held target.
5. Stun: This is a Crowd Control effect that will make the enemy unable to perform any actions for 2 seconds.
6. Healing: This hero has a siphon heal power that will restore the lost health points of our allies.
Archetypes Super Stats
1. Primary Stat: Presence
2. Secondary Stats: Constitution and Recovery
Specialization Trees
1. Level 10: Presence
2. Level 20: Sentinel
3. Level 30: Overseer
Archetype Power Progression
1. Infernal Bolts
1. Condemn
6. Life Essence
8. Aura of Arcane Clarity
11. Sigils of Ebon Weakness OR Venomous Breath
14. Compassion OR Manipulator
17. Grasping Shadows OR Crippling Coils
21. Voodoo Doll
25. Supernatural Power OR Mephitic
30. Curse OR Will-o'-the-Wisp
35. Death Embrace OR Imbue
40. Rebirth OR Resurgence
Power Explanation
Level 1 - Infernal Bolts: This is our energy builder power that will deal Toxic damage, generate endurance for our hero and the first shot has a 15% chance to apply a stack of Deadl Poison to the target. The special advantage of this power is called Toxin Overload which will make all hits of this power have a 15% chance to apply Deadly Poison instead the initial strike.
Level 1 - Condemn: This power can be charged to deal Toxic damage to foes within 50ft and a 15ft sphere, with a 100% chance to apply a stack of Deadly Poison if the enemies are not affected by the debuff. If they are already poisoned, this power has a 15% chance to apply another stack of Deadly Poison. This power the following special advantages:
a. Redemption Denied: On a full charge this power will Paralyze the primary target for 10 seconds and Stun secondary targets for 1.7 seconds.
b. Corrupting Force: On a full charge this power will apply the Debilitating Poison to the primary target.
c. Dark Rune: On a full charge Condemn will spawn a Healing Rune at the primary target location. The Rune will heal allies every 2 seconds for 10 seconds and is considered an Enchantment for Sorcery interactions.
Level 6 - Life Essence: This is heal power that will siphon life energy from an enemy, but won't damage them, and will heal us as well up to 4 allies every 0.5 seconds for 4 seconds. The healing performed by this power for our hero is stronger than the one done for our nearby allies within 50ft and a 20ft sphere. If the enemy is affected by any kind of Poison effects, the healing performed for our allies will be doubled. The special advantage of this power is called Infernal Bond which will cause Life Essence to deal toxic damage to the target while this power is channeled.
Level 8 - Aura of Arcane Clarity: This is our Slotted Passive which is one the four Sorcery aura powers that will boost the Power Recharge, Charge Speed, Perception and Stealth Sight. This increase varies if we are using the Hybrid or Support Role, in Hybrid Role the benefits of this aura are stronger for our hero and weak to nearby allies, while in Support Role the case is the oposite given we will receive a small boost to the aforementioned benefits and a strong buff to theirs. These benefits scales with our Super Stats for our hero and the allied portion scales with our Presence stat. Aura of Arcane Clarity has a reach of 100ft and can affect up to 20 allies.
Level 11 - Sigils of Ebon Weakness OR Venomous Breath: This is the first choice between two powers for this Archetype.
1. 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.
2. Venemous Breath: This power will damage foes within 50ft in a 45 degree cone and each pulse (0.5 seconds) of the maintain has a 15% chance to apply a stack of Deadly Poison to the target. This power has the following special advantages:
a. Paralytic Bile: This power will have a chance to Stun targets hit. If the targets are Bleeding this chance becomes 100%.
b. Infectious Bile:: The chance to apply Deadly Poison of this power scales to 50% if the targets are Bleeding.
c. Locust Breath: This advantage will alter the visual effect from this power to exhale insects instead of deadly mist. Costs 0 advantage points.
Level 14 - Compassion OR Manipulator: This is the second choice between two powers for this Archetype.
1. 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%.
2. Manipulator: This is a toggle form that will grant us stacks of Manipulator which increase the hold duration and magnitude of our hero by a large amount and damage for a lesser amount everytime we directly apply a Crowd Control effect (Paralyze, Stun, Incapacitate, Confuse, Placate or Root). 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 Intelligence stat, whichever is higher. Also increases our energy costs by 10%.
Level 17 - Grasping Shadows OR Crippling Coils: This is the third choice between two powers for this Archetype.
1. Grasping Shadows: This is a Crowd Control power that will Paralyze up to 5 enemies within 50ft in a 15ft sphere and will apply the Fear debuff to all targets as well has a 15 second cooldown. This power has the following special advantages:
a. Unyielding Agony: Grasping Shadows now deal Dimensional damage over time, and this damage will not reduce the hold effect of this power.
b. Consumption: Grasping Shadows now heals our hero and nearby allies for every target hit.
c. Void: This advantage will cause Grasping Shadows to apply Trauma to the targets. Trauma will end any heal over time the target is receiving and will additionally cause them to only receive 50% of any other heal they may receive.
2. Crippling Coils: This is a single target attack that will deal Tooxic damage every 0.5 seconds and after 1 second of maintaining this power the target will be Incapacitated, making them unable to perform any actions for a short time and has a 10 seconds recharge. This power has the following special advantages:
a. Barbed Chains: Each time the target breaks free from this hold, they will suffer a moderate amount of Slashing damage and have applied a stack of Bleed to them. Bleed deals Slashing damage over time every one second for 16 seconds and is considered a Wound effect.
b. Light Everlasting: If this power is maintained for at least 1 second it will apply the buff called Light Everlasting to our hero and nearby allies, granting us a short heal over time. Light Everlasting is an Enchantment effect.
Level 21 - Voodoo Doll: 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 will deal Toxic damage to targets attacking our hero. Voodoo Doll will generate energy based on the damage taken and our Recovery stat. The special advantage of this power is called Voodoo Curse which will Stun the foes for 2 seconds. This effect can occur once every 10 seconds.
Level 25 - Supernatural Power OR Mephitic: This is the fourth choice between two powers for this Archetype.
1. Supernatural Power: This power is an energy unlock that will generate energy whenever a Supernatural ability (Bestial or Infernal) reduces our energy pool to 15%. The energy return of this power scales with our Recovery better than most energy unlocks.
2. Mephitic: This power is an energy unlock that will generate energy over time if we apply or refresh a Poison effect. The energy return of this power scales with our Endurance and Recovery stats.
Level 30 - Curse OR Will-o'-the-Wisp: This is the fifth choice betwee two powers for this Archetype.
1. Curse: This power will deal an small amount of Toxic damage within 50ft and a 15ft sphere, to the foes and will Stun them for 2 seconds. If they have 5 or more Poison stacks, instead this power will Paralyze them for 12 seconds. Also the area of effect of this power is increased by 10ft if the caster is using the Pestilence Slotted Passive and has a recharge of 10 seconds. This power has the following special advantages:
a. Jinxed: Applies the Jinxed to the targets. Jinxed targets have their damage reduced by 10% and their movement speed by 15% for 8 seconds. Upon expiring the targets are Knocked down. Jinxed is a type of Curse effect.
b. Needles: Applies Bleed to the targets. Bleed deals Slashing damage over time every second for 16 seconds. Bleed is a type of Wound effect.
c. Covet: 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.
d. Corrosion: Refreshes the duration of all our Poison effects on the targets.
2. Will-o'-the-Wisp: This power will deal a small amount of Toxic damage to foes within 100ft and a 10ft sphere, and apply Debilitating Poison to the primary target as well Deadly Poison to secondary targets. Has a 10 second recharge. This power has the following special advantages:
a. Guide: Applies the Illumination buff on us and our nearby allies within 50ft. Illumination increases the healing received by 3% for 20 seconds. Additionally this advantage will apply Illuminated to the primary target causing allies attacking the target have a 15% chance to receive the Mend buff which is a small heal over time effect. Illuminations is a type of Enchantment effect and Illuminated is a type of Curse effect.
b. Cursed: Applies the Hexed debuff on the primary target. Hexed lowers the target's Magic damage resistance by 18% for 15 seconds. Hexed is a type of Curse effect.
c. Ghost Fire: Applies the Fear and Clinging Flames debuffs to the primary target. Fear reduces the damage dealt by the target by 10% for 12 seconds and causes them to cower in our presence. Fear is a type of Mental State effect. Clinging Flames deals Fire damage over time to the target every 2 seconds for 12 seconds and may leap to other targets dealing minor Fire damage over time. Clinging Flames is a type of Burning effect.
Level 35 - Death's Embrace OR Imbue: This is the sixth choice between two powers for this Archetype.
1. Death's Embrace: 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 Pact which will increase the area of effect of this power to 50ft, revive up to 4 heroes that have been defeated and health is divided between targets.
2. Imbue: This power is an Active Offense which will grant us a Critical Hit Chance and Severity buff for a small percentage for 15 seconds. These percentages will scale up if our heal goes down. Also like other Active Offenses, Imbue will assist in breaking out of Hold, Roots or Disables affecting our hero. The special advantage of this power is called Illusive which will cause our attack to generate less Threat for 100% for 10 seconds.
Level 40 - Rebirth OR Resurgence: This is the final choice between two powers for this Archetype.
1. Rebirth: This power can only be used while defeated/dead. It will bring back to life our hero fully healed, grant us a damage buff, a defense buff and will lose 5% of our health for 20 seconds but defeating critters will restore health. Has a 5 minutes recharge. The special advantage of this power is called Grave Consequences which will summon 3 zombies to revive with us.
2. Resurgence: This power is an Active Defense which will increase our maximum health points, grant us a health regeneration buff and heal us for a percentage of our health. These benefit increase with ranks instead of the Presence stat. The special advantage of this power is called Unchained which will apply a large amount of Break Free damage to any holds or disable affecting our hero, a stack of hold resistance and a stack of knock resistance.
Build Examples
1. Witch - Healer Build Recommended for PVE
Level 1: Infernal Bolts
Level 1: Condemn (Redemption Denied, Dark Rune)
Level 6: Life Essence (Rank 2, Rank 3)
Level 8: Aura of Arcane Clarity (Rank 2, Rank 3)
Level 11: Sigils of Ebon Weakness (Rank 2, Rank 3)
Level 14: Compassion
Level 17: Grasping Shadows (Consumption)
Level 21: Voodoo Doll (Rank 2, Rank 3)
Level 25: Mephitic
Level 30: Will-o'-the-Wisp (Guide, Ghost Fire)
Level 35: Death's Embrace (Rank 2, Pact)
Level 40: Rebirth (Grave Consequences)
2. Voodoo Master - Crowd Controller Build Recomended for PVE
Level 1: Infernal Bolts
Level 1: Condemn (Redemption Denied, Dark Rune)
Level 6: Life Essence (Rank 2, Rank 3)
Level 8: Aura of Arcane Clarity (Rank 2, Rank 3)
Level 11: Venomous Breath (Rank 2, Paralytic Bile)
Level 14: Manipulator
Level 17: Crippling Coils (Barbed Chains, Light Everlasting)
Level 21: Voodoo Doll (Rank 2, Rank 3)
Level 25: Supernatural Power
Level 30: Curse (Jinxed, Corrosion)
Level 35: Imbue (Rank 2, Illusive)
Level 40: Resurgence (Rank 2)
3. Dark Soul - Hybrid Controller/Healer Build Recomended for PVE
Level 1: Infernal Bolts
Level 1: Condemn (Redemption Denied, Dark Rune)
Level 6: Life Essence (Rank 2, Rank 3)
Level 8: Aura of Arcane Clarity (Rank 2, Rank 3)
Level 11: Venomous Breath (Rank 2, Paralytic Bile)
Level 14: Manipulator OR Compassion <= Either choice works well for this build
Level 17: Grasping Shadows (Consumption)
Level 21: Voodoo Doll (Rank 2, Rank 3)
Level 25: Mephitic
Level 30: Will-o'-the-Wisp (Guide, Ghost Fire)
Level 35: Death's Embrace (Rank 2, Pact)
Level 40: Rebirth
Specializations for all builds[/u]:
Presence: Repurpose (2/3)
Presence: Selfless Ally (2/2)
Presence: Dominion (2/2)
Presence: Force of Will (2/2)
Presence: Vulnerability (2/2)
Sentinel: Torment (2/2)
Sentinel: Caregiver (2/3)
Sentinel: Sentinel Aura (2/3)
Sentinel: Wither (2/2)
Sentinel: Genesis (2/2)
Overseer: Administer (2/3)
Overseer: Enhanced Mending (2/2)
Overseer: Impact (2/2)
Overseer: Trapped (2/3)
Overseer: Conservation (2/2)
Mastery: Sentinel Mastery (1/1)
Talents for all builds
Level 7: Lasting Impression (Pre: 5, Rec: 5)
Level 12: Quick Recovery (Con: 5, Rec: 5)
Level 15: Shrug It Off (Con: 5, Pre: 5)
Level 20: Boundless Reserves (Con: 5, End: 5)
Level 25: Prodigy (Pre: 5, End: 5)
Level 30: Amazing Stamina (Rec: 5, End: 5)
For gearing this Archetype I suggest the following gear:
Primary Gear:
Heroic Gloves of Healing + Presence Enhancement x2 + Sentinel's Brooch
Heroic Breastplate of Defense + Constitution Armoring x2 + Impact Prism
Heroic Helmet of Efficiency + Endurance Enhancement x1 + Recovery 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.
Endgame Gear
Endgame gear exists in Champions Online. For more information about this and other Champions Online related information, join the Champions Online: On Alert Discord where my guides are featured! Please use the invite link below:
discord.gg/Tyhjp3YSwH
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!