Build Guide
This build has been tested in 2.6.1 and Season 12 on PS4 and PC.
A highlight of the traditional Archon, this could also be considered an "Infinite Power" Archon build. The build itself doesn't work to maintain Archon near indefinitely, rather to repeatedly enter Archon again and again to continuously add more and more Archon stacks to pile up offensive and defensive power. This requires shredding the cooldown of Archon to fit within the carry-over window provided by The Swami in the Cube, mostly via the expenditure of Arcane Power with Arcane Torrent and Hydra via the Obsidian Ring of the Zodiac in the Cube, as well as Fazula's Improbable Chain granting another 40-50 stacks right at the start every time Archon is activated again. The rest works to maximize the Archon's damage dealing abilities to make those stacks more effective and execute faster to pour out as much Lightning damage as possible to proc Stun effects, in turn proccing the massive damage from Manald Heal to top everything off and make the Wizard a perpetual destruction engine.
The Vyr's 2 piece bonus grants Archon all runes, granting a lower cooldown, a greater damage boost, a radial Fire explosion on activation along with adding Teleport and Slow Time to the available skills, though the rune for cooldown and making the form deal Lightning damage is the main priority there. The 4 piece bonus grants the 1% boost to Armor, All Resist and Attack Speed for every Archon stack, and the 6 piece making all attacks generate stacks, not just on kill, as well as boosting the damage boost to 50% per stack and adding 0.15% damage reduction per stack.
Arcane Torrent with the Static Discharge rune grants additional bolts after the missiles impact, thus granting additional damage and chances to Stun enemies and proc further damage as a result, all while expending Arcane Power to chew through Archon's cooldown. Hydra with the Lightnin Hydra rune also helps with this, though more to the effect of spreading around damage and Stun effects than consuming cooldowns. It is also able to remain active when entering Archon, granting continuous damage support.
The rest of the skills are support abilities usable in and out of Archon. Familiar with Sparkflint and Magic Weapon with Force Weapon are both for flat damage boosting, 10% on Familiar and 20% on Magic Weapon to make all abilities that much more powerful, and Storm Armor with Scramble acting for another source of Lightning damage and Stunning to attackers, as well as granting movement speed boosts whenever struck. Add in the damage boosts from Bane of the Trapped at any range and Zei's Stone of Vengeance and Starfire boosting damage at distant ranges and it makes for a high starting damage range for the build even before starting to pile up Archon stacks. The Chantodo's Resolve set as weapons grants another source of outgoing damage via Waves of Destruction fired when in Archon, and boosted up to 20 times for attacks dealt outside of Archon for even more damage stacking.
The passives are rather set to help the build, Paralysis being key to Stun enemies with all the outgoing Lightning damage and proccing Manald Heal. Evocation dropping cooldowns by another 20%, Glass Cannon granting another damage boost at the cost of slightly reduced defenses but mitigated by the Archon stacks, and Unstably Anomaly as a last ditch survival option.
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