Spitt-Balln ideas for an Archmage revamp

Smokewolf

Frequently banned member.
After some input from others and some fleshing out...
(Last updated 8 August 2026)
Summary: This revamp transforms Archmage from a collection of passive bonuses and Spell-Like Abilities into a cohesive tree built around generalist magic, metamagic mastery, and sustained offensive spellcasting.

Core Abilities

Archmage (AP 1, Requires Wizard Level 1): All cores including this one provide +1 Evocation DC, +1 Spell Penetration, +5 Universal Spell Power.

Arcane Bolt (AP 1, Requires Wizard Level 3): SLA: (SP Cost: 4, Cooldown: 4 seconds.) You fire a bolt of raw energy from your finger that deals 1d6+2 (3 to 8) points of Force Damage per caster level to a single target. A successful Reflex save reduces the damage by half. This ability counts as a level 2 Wizard spell, with no MCL. This damage scales with 100% Force Spell Power. Allowed Metamagic: Maximize, Empower, Quicken, Heighten, Embolden, Intensify.

Tactical Bond (AP 1, Requires Wizard Level 6): SLA: (Activation Cost: 5 SP. Cooldown: 12 seconds.) You form an arcane bond with a willing ally. While active, 33% of the threat you generate is transferred to your bonded ally. This effect ends if either character dies, rests, or moves too far away. Only one bond may be active at a time.

Arcane Blast (AP 1, Requires Wizard Level 12): SLA: (SP Cost: 6, Cooldown: 6 seconds.) You fire a ball of raw energy from your hand that explodes on contact with its target, dealing 1d6+5 (5 to 11) points of Force Damage per caster level to all within its radius. A successful Reflex save reduces the damage by half. This ability counts as a level 4 Wizard spell, with no MCL. This damage scales with 100% Force Spell Power. Allowed Metamagic: Maximize, Empower, Quicken, Heighten, Embolden, Intensify.

Forceful Magic (AP 1, Requires Wizard Level 18): Spell Imbue Toggle: Your direct-damage spells and SLAs gain one 1d6 Force Spell Imbue Die for each Metamagic feat you possess. This effect may trigger only once per spell or SLA cast and scales with 100% Force Spell Power.

Master of Magic (AP 1, Requires Wizard Level 20): Gain +4 Intelligence, +20 Universal Spell Power, and reduce the Spell Point cost of all Metamagic feats by 1. (Heighten Spell costs 1 fewer Spell Point per level of heightening.) Additionally, Tactical Bond now transfers 66% of the threat you generate to your bonded ally.


Tier One (Wizard Level 1)

Energy of the Scholar (AP 1, Ranks 3): Your studies have increased your maximum Spell Points by an additional [30/60/100]. Rank 3: You gain the Mobile Spellcasting feat.

Inertia (AP 1, Ranks 3): Whenever you cast a damaging spell or SLA, gain +3 to your Universal Spell Power for 6 seconds. This stacks up to [1/3/5] times.

Somatic Mastery (AP 1, Ranks 3): You have mastered the gestures required for spellcasting, reducing the chance of Arcane Spell Failure by 5%/10%/15%.

Subtle Spellcasting (AP 1, Ranks 3): Toggle: Your damaging spells generate [10/20/30]% less hate than they normally would, making enemies less likely to attack you.

Traditionalist Caster (AP 2, Ranks 1): Your Wizard can now wield a Staff in one hand simultaneously with an Orb in the other. Passive: +3% Spell Critical Chance while wielding both a Staff and an Orb.


Tier Two (Wizard Level 2, 5 APs spent on tree)

Deep Thought (AP 1, Ranks 3): You slowly regenerate your spell points at a rate of 1 every 2 seconds, for 30/60/120 seconds. Cooldown: 20 seconds, 5 Charges per rest. Each spell or SLA cast has a 2% chance to restore one charge. Passive: You gain +1 Spell Point Regeneration for each Mental Toughness feat you possess.

Efficient Metamagic (AP 1, Ranks 3): Choose one of the following Metamagic feats. Reduce the spell point cost of using that Metamagic.
  • Efficient Empower: Using the Empower Spell Metamagic costs you [2/4/6] fewer Spell Points.
  • Efficient Enlarge: Using the Enlarge Spell Metamagic costs you [1/2/4] fewer Spell Points.
  • Efficient Maximize: Using the Maximize Spell Metamagic costs you [3/6/9] fewer Spell Points.
  • Efficient Quicken: Using the Quicken Spell Metamagic costs you [1/2/4] fewer Spell Points.
Efficient Metamagic (AP 1, Ranks 3): Choose another Metamagic feat. Reduce the spell point cost of using that Metamagic.

Efficient Metamagic (AP 1, Ranks 3): Choose another Metamagic feat. Reduce the spell point cost of using that Metamagic.

Spell Expertise I (AP 2, Ranks 1): Gain +1% Spell Critical Chance. Your Evocation spells gain +1 Caster Level and +1 Maximum Caster Level.


Tier Three (Wizard Level 3, 10 APs spent on tree)

Elemental Convergence (AP 2, Ranks 1): Your Acid, Cold, Electric, and Fire spells now use your highest Spell Power and Spell Critical Chance. Spell-Like Abilities do not benefit from convergence.

Intelligence (AP 2, Ranks 1): +1 Intelligence.

Spell Expertise II (AP 2, Ranks 1, Requires Spell Expertise I): Gain +1% Spell Critical Chance. Your Evocation spells gain +1 Caster Level and +1 Maximum Caster Level.

Spell Penetration (AP 1, Ranks 3): You add +1 to your Caster Level check to overcome an enemy's Spell Resistance. Rank 3: Your spells automatically dispel Nightshield and Shield spell effects.

Velocity Squared (AP 2, Ranks 1): While holding a Staff or Orb, you can run 1% faster for each of your Heroic Wizard levels.


Tier Four (Wizard Level 4, 20 APs spent on tree)

Efficient Heighten (AP 1, Ranks 2): Using the Heighten Spell Metamagic costs you [1/2] fewer Spell Points per heightened level.

Intelligence (AP 2, Ranks 1): +1 Intelligence.

Spell Expertise III (AP 2, Ranks 1, Requires Spell Expertise II): Gain +1% Spell Critical Chance. Your Evocation spells gain +1 Caster Level and +1 Maximum Caster Level.

Spell Mastery I (AP 2, Ranks 1): You have attained a higher mastery of magic. The DCs of spells you cast are increased by 1.


Tier Five (Requires Wizard Level 5, Character Level 12, 30 APs spent in tree )

Arcane Supremacy (AP 2, Ranks 1): Clickable effect, +25% Spell Critical Chance, +100% Spell Critical Damage. 15 seconds duration, with 60 second cooldown.

Spell Expertise IV (AP 2, Ranks 1, Requires Spell Expertise III): Gain +1% Spell Critical Chance. Your Evocation spells gain +1 Caster Level and +1 Maximum Caster Level.

Spell Mastery II (AP 2, Ranks 1, Requires Spell Mastery I): You have attained a greater mastery of magic. The DCs of spells you cast are increased by 2.

Unified Theory (AP 2, Ranks 1): Choose one:
  • Blast Wave: SLA: SP Cost: 12, Cooldown: 18 seconds. Release a wave of compressed force that travels forward from you, dealing 1d6+6 (7 to 12) Force Damage per caster level to enemies caught in its path. Enemies that fail a Reflex save are knocked prone. This damage scales with 100% Force Spell Power, with no MCL. Allowed Metamagic: Maximize, Empower, Quicken, Heighten, Embolden, Intensify.
  • Chain Reaction: Enemies slain by your spells or SLAs erupt in an explosion of magical force, dealing 1d6 Force Damage per caster level to nearby enemies. This damage scales with 100% Force Spell Power.
  • Shear Force: Repeated Force impacts strain a creature's physical structure, increasing the Force Damage it takes by 2% for 10 seconds. This effect stacks up to 10 times.

@Tonquin

Constructive comments are welcome.

-Smoke
 
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Upvote 2

Quartis

Well-known member
Imo lvl 6 (core 3) for arcane bolt is to late thats even later than it is right now and as I understand one loses missiles, as low level caster one needs that low lvl dmg SLA. From lvl 1. Look at wild mage that has the SLAs right, suffers from max caster level and bad aim but that is some other problem.
And Arcane Blast at lvl 18, for a little bit better fireball SLA, to late. Thats one of the reason why the current SLA for core 4 & 5 feel meh they are to weak for the level one gains them. I can cast meteors at lvl 18, why would I be happy about a Fireball SLA.

I dont like this imbue spell casting to much synergy with E-Knight and core 2 is a worser version of what E-Knight has. ( i assumed that with going also in EK one would get 2 imbue per 3 wizard levels)
No ty, i dont want that Arcane_Trickster nonsense in Archmage. I'd prefere when it would tap more into metamagics, like Radiant_Servant improves metamagic heal.
Archmage should do something like that for other metamagics or have things that support having more caster dmg in the group. Why not have an aura that gives spell crit/power or reduce MRR from enemies as spell proc.
 
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Smokewolf

Frequently banned member.
Imo lvl 6 (core 3) for arcane bolt is to late thats even later than it is right now and as I understand one loses missiles, as low level caster one needs that low lvl dmg SLA. From lvl 1. Look at wild mage that has the SLAs right, suffers from max caster level and bad aim but that is some other problem.
And Arcane Blast at lvl 18, for a little bit better fireball SLA, to late. Thats one of the reason why the current SLA for core 4 & 5 feel meh they are to weak for the level one gains them. I can cast meteors at lvl 18, why would I be happy about a Fireball SLA.

I dont like this imbue spell casting to much synergy with E-Knight and core 2 is a worser version of what E-Knight has. ( i assumed that with going also in EK one would get 2 imbue per 3 wizard levels)
No ty, i dont want that Arcane_Trickster nonsense in Archmage. I'd prefere when it would tap more into metamagics, like Radiant_Servant improves metamagic heal.
Archmage should do something like that for other metamagics or have things that support having more caster dmg in the group. Why not have an aura that gives spell crit/power or reduce MRR from enemies as spell proc.
1) Chill with the hostile post... This is a suggestion thread and your allowed to agree or disagree so long as your civil and constructive in your engagement. Besides its not like I or any other player has any influence over what SSG chooses to add. Especially when players are either ignored outright, have their posts locked or deleted altogether.

2) Spit-Ball'n implies that I'm tossing out ideas to be sorted out later. Thus the 2nd core didn't have the time needed to add "exclusivity" from other imbue sources. Which assumes that's even possible.Odds are that only the force Imbue maybe given via one of their tiers under the assumption that the EK will be used for its elemental imbues and defensive features.

3) Arcane Blast should be in the cores though most certainly lower. (Possibly 4th or 12th level)

4) If imbues can not be applied to spells, whats the point of a caster even having them?
 
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jrazumich

Well-known member
I think that +1 DC and +1 Penetration per Core makes sense. An "Archmage" in my opinion should be the pinnacle of an arcane spellcaster. Breaking defenses and higher DCs is part of that. I would make the benefit of Core 6 the removal of Max Caster Levels.

I am fine with the existing school choice, but I play an Illusionist and get good use out of Invisibility, Displacement, and an extra PK. I would agree that the selection of SLAs for other schools are pretty bad.

I agree with getting rid of Wand/Scroll Mastery. I agree with raising the Crit line to 2% per rank.

Arcane Bolt should be a L1 SLA, and Arcane Blast a L6 SLA. I feel like there should be a third SLA for T5, maybe Arcane Pulse? It's not like anyone is burning a Feat to take it.
 

Contessor

Well-known member
I think that +1 DC and +1 Penetration per Core makes sense. An "Archmage" in my opinion should be the pinnacle of an arcane spellcaster. Breaking defenses and higher DCs is part of that. I would make the benefit of Core 6 the removal of Max Caster Levels.

I am fine with the existing school choice, but I play an Illusionist and get good use out of Invisibility, Displacement, and an extra PK. I would agree that the selection of SLAs for other schools are pretty bad.

I agree with getting rid of Wand/Scroll Mastery. I agree with raising the Crit line to 2% per rank.

Arcane Bolt should be a L1 SLA, and Arcane Blast a L6 SLA. I feel like there should be a third SLA for T5, maybe Arcane Pulse? It's not like anyone is burning a Feat to take it.
Arcane Tempest would be more in line with other true Caster SLA perfromance in T5s tbh. That addition alone would make an Archmage competitive with other casters in dmg. But I do not like the idea of a force only option. Maybe if they made other elemental equivalents to Arcane Tempest and made this a selectable option, even if it was limited to just poison, force or cold?

Also, the OP suggested force or cold as a selectable option. I think adding poison as another damage option would be necessary as well. We have PM tree to support negative SLAs already, and since negative and poison share spellpower and lore with negative, this seems like a logical option. Other elemental damage should be better supported in Druid and Sorc levels.

Lastly, an immunity strip from this tree would also need to be added. Maybe the arcane bolt/blast could function like the PM equivalents as well to temp strip immunity to cold, poison, force, dependant on the version you select.
 
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Bravgji

Well-known member
efforts should be concentrated on more underwhelming blasters such as divines, artificer, warlock. archmage is fine compared to them
 

Smokewolf

Frequently banned member.
Arcane Tempest would be more in line with other true Caster SLA perfromance in T5s tbh. That addition alone would make an Archmage competitive with other casters in dmg. But I do not like the idea of a force only option. Maybe if they made other elemental equivalents to Arcane Tempest and made this a selectable option, even if it was limited to just poison, force or cold?

Also, the OP suggested force or cold as a selectable option. I think adding poison as another damage option would be necessary as well. We have PM tree to support negative SLAs already, and since negative and poison share spellpower and lore with negative, this seems like a logical option. Other elemental damage should be better supported in Druid and Sorc levels.

Lastly, an immunity strip from this tree would also need to be added. Maybe the arcane bolt/blast could function like the PM equivalents as well to temp strip immunity to cold, poison, force, dependant on the version you select.
Was considering AT as a later addition.

Force / Cold was chosen as this best fits whats available in ED's for a Wizard based caster. Keep in mind that PM offers Negative damage, so I'd not want to duplicate something that already in use in another tree. Also poison is very much a poor choice just about everything in the game has some form of immunity to it. Alternatively, I has thought of Rust as a option, thus making the Archmage strong vs constructs.

Stripping would be a good fit except that almost all such effects are all single target and of short duration. Which being that the next update will add a week type of stripping in may be better to wait to see whats released.
 

Contessor

Well-known member
efforts should be concentrated on more underwhelming blasters such as divines, artificer, warlock. archmage is fine compared to them
Hoenstly, all of those trees are better than AM. Artificer caster maybe on par, but has some other great tools. Warlock is only in a bad place, because of the lack of support in EDs. Divine casters are just flat out better for DPS, than any option for wizard.
 

Contessor

Well-known member
Was considering AT as a later addition.

Force / Cold was chosen as this best fits whats available in ED's for a Wizard based caster. Keep in mind that PM offers Negative damage, so I'd not want to duplicate something that already in use in another tree. Also poison is very much a poor choice just about everything in the game has some form of immunity to it. Alternatively, I has thought of Rust as a option, thus making the Archmage strong vs constructs.

Stripping would be a good fit except that almost all such effects are all single target and of short duration. Which being that the next update will add a week type of stripping in may be better to wait to see whats released.
Using the SLA to strip is so much less cumbersome. Mage hand removing shield is kind of weak, but the PM negative strip is the best way to remove immunity or the elemental apothesis option in the Sorc Core 6 for Savants. Even if it was a capstone, but did not rely on an extra button click that would not be part of the normal spell rotation, that is far suuperior.

And with a viable immunity strip option, poison supported at end game is no issue. I would love to see more viable poison options in this game. The option in DDM and the option in Alchemist are both super weak for caster options.
 
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Contessor

Well-known member
Sorry but the video is wrong.
Wrong in many ways. But especially wrong saying Archmage is better than other casters. It also fails to mention, that all wizard trees are bad. Cleric casters aren't top notch spell DPS, and neither are FVS anymore, but they are divines and can fill other roles. Artificers are hydbrid casters, and rely on other sources for DPS.

But I guess anyone can paint a picture to prove a point, while only sharing partial truths.

My favorite class was always wizard, going back to my first days of DDO. I would never play that class today ad figure man this feels good, regardless of trees. The only value wizard has, to me, is a 1 splash.
 

Christhemiss

Maker of Builds
Sorry but the video is wrong.

Wrong in many ways. But especially wrong saying Archmage is better than other casters. It also fails to mention, that all wizard trees are bad. Cleric casters aren't top notch spell DPS, and neither are FVS anymore, but they are divines and can fill other roles. Artificers are hydbrid casters, and rely on other sources for DPS.

But I guess anyone can paint a picture to prove a point, while only sharing partial truths.

My favorite class was always wizard, going back to my first days of DDO. I would never play that class today ad figure man this feels good, regardless of trees. The only value wizard has, to me, is a 1 splash.
i mean you can think whatever you want about the video. you both watched it so i win either way whether you agree or not :)
 

Christhemiss

Maker of Builds
after a bit more thinking, id like you guys to explain every point you disagree with in my video, why you think it is wrong, and why wizard really is the worse caster. i will happily admit i am wrong if proven so, and you guys seem to really believe what you think.

the more details, the better
 

Quartis

Well-known member
ty for the video, Also my opinion Archmage is okayish. It would be better with earlier access to the force SLAs and some core SLA improvments. Archmage Tier 5 feels empty: Force ball, 2 slots for DC and Arcane Supremacy thats 3 real things, But I think all caster Tier 5 are meh.
I have forgotten the bad spell situation of Fav Soul, which also is a premium class but feels worser than cleric cause of domains and that cleric could use necro spells silly balance. The SLA of Cleric/Fav soul are down played. In low level they are free "instakills".

4) If imbues can not be applied to spells, whats the point of a caster even having them?
Archmage dont gives imbue, imbue is for weapon, only EKnight which expects you to hit with a weapon. One could question why Pale Master doesnt give imbues as it has some weapon synergy/options. But Archmage should be all about casting and spells. Thats why i dont like it that you first get an imbue, after that a spell and the whole imbue thing makes it a hybrid tree hitting/shotting things with weapons.

Sorry, when my respond felt rude.
 

Smokewolf

Frequently banned member.
after a bit more thinking, id like you guys to explain every point you disagree with in my video, why you think it is wrong, and why wizard really is the worse caster. i will happily admit i am wrong if proven so, and you guys seem to really believe what you think.

the more details, the better
You dont make many demands now do you... lolz

The simplest way to explain it is that Wizards are generalist casters in a game that only rewards specialists. For instance, a Sorc can choose an element to specialize in. Receiving bonuses to spell-power, MCL, crit-chance that are not easily avalible to a Wizard. So not only will the Sorc hit harder, crit more often, and cast faster all the while using less mana. Even a poorly geared Sorc can do at least do 2 to 3 times the the damage of an equivalent mage. That being said Wizards are awesome in Heroics but dont scale well into Epics without some serious gear and game knowledge.

While sure an Archmage could try to DPS specialize, the options are few... Negative or Force. With the latter not being well supported by the ED's. Instead its typical for a Wizard to build for DC's then have either Neg or Force to deal with Death / CC immune mobs. Even then mana endurance becomes a huge handicap in Reaper (5+) content as the penalties block a signifigant portion of the damage that does land. Meanwhile Sorcs, Druids and just about every Martial DPS in the game is doing at least 3 to 6 times your damge, with none of the mana endurance issues you have as a Wizard.

Truth is that SSG either doesn't like casters, or know how to play one. Hence why the only realistic DPS option in Epics is Martial. If you dont beleive this just look at the last two updates U80 & U81. Both were suposed to address caster DC's vs the increasing mob stat-bloat. Sure there are some minor DC gains to be had, but almost all those require having purchased the new expasion, and re-working all of your gear. (Tool kits are not free either) Meanwhile the big winners from both updates were Martials which got nice juicy feats and sizable DPS gains.

So yeah... Wizards are subpar DPS and Archmage is more so without good scaling and proper ED support.

Cheers,

Smoke
 
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