TA Archon
Updated for v1.56 except where otherwise noted. Please hand feedback over on discord if anything bothers you.
Post e1100 Ascension guides: Tempest Archon, Defiance Archon
What's "TA Archon"?
TA refers to the spell Tempered Arcanomancy. This is an Archon specific spell that unlocks at e725 mana, and completely changes the way you play Archon, by combining Silence and Arcane Infusion. Initially, many players even said that Archon wasn't viable before unlocking this spell at ~e360 mysteries (However this has been disproven, see the Early Archon guide!). This guide will be covering how to best take advantage of Archon from the moment you unlock Tempered Arcanomancy onwards.
*Note: Please read the full guide before charging ahead. There are relevant notes throughout to help you understand why certain things are being done, so you can make the best out of your time with Archon.
*Note: This guide will repeatedly reference my Early Archon guide, for players finishing that phase and moving to this, however it is also written to be a standalone guide, and you do NOT need to read that first. If this is your first time playing Archon, spare yourself the confusion of reading two guides for an already complex class.
What You'll Need
If you're coming from the Early Archon guide, you already have everything you need to run Archon effectively. Just look over the BiS and item recommendations below, and upgrade as you see fit - and be sure to look at the notes! However, if you're just starting Archon now, read on!
The most important part of playing Archon is his pet: Soulstealer, or its T3 evolution Psychic Cacophony. The way Soulstealer earns XP is primarily based on Character XP, so much so that character XP multipliers matter more than Pet XP multipliers! And seeing as Soulstealer gains new abilities all the way to level 300, (700 for Psychic Cacophony) getting his level up will be our first priority. So start by upgrading The Great Journey, Casque Of Learning, Endless Pouches, and Hollow Eye Pendant.
*Note: Hollow Eye Pendant should be upgraded first, as it gives the largest bonus. Stop upgrading at Epic, Legendary doesn't boost pet exp gain. Also, The Great Journey gives the full XP bonus at the Epic level, so you should wait until later to make them Legendary. Casque Of Learning gives almost no bonus until Legendary, so you should probably upgrade it last.
*Note: Psychic Cacophony is worse than Soulstealer until it reaches level 300. However, it takes a lot more exp than Soulstealer does, so it is not worth switching to PC as soon as you can at e550 mysteries. The amount of exp for PC to reach 300 is the same as SS reaching level 353, which means that SS should be reaching at least that level by the end of your run to use PC, especially as you have to reach level 325 SS to switch to PC to let it start gaining exp. When this happens is variable, anywhere from e600 to e700 mysteries, depending on gear. By the time you get e700 mysteries, PC is definitely worth it, as the pet/char exp bonuses from gods' second abilities allow you to get PC 300 or 325 pretty quickly.
Starting Attributes {865 AP} (885 without legendary Netherfist)
- Intelligence: 150
- Insight: 65 (85 without legendary Netherfist)
- Spellcraft: 150
- Wisdom: 150 (Will increase to 200 if you have legendary Easymind Hat, otherwise increase it accordingly.)
- Dominance: 0
- Patience: 50
- Mastery: 200
- Empathy: 100 (Gets to 175 with the use of Bite Sleeves, otherwise increase it accordingly or use Nomadic Wrists)
*Note: Fill can give you too much Insight because it will omit the bonus from Legacy if you don't have the attributes to equip it when you click "Fill".
Attributes to upgrade later
- Intelligence: The 175 INT bonus nearly doubles profits for only 25 attribute points. 200 INT is good if you got a lot of achievements, otherwise, look elsewhere.
- Insight: If you have 10 attribute points left over, the 75 INS bonus is worth picking up, but I wouldn't add any more than that. Unless you got enough to get 180 (if you use legendary Netherfist) or 140 (if you use Legacy with it) The 200 perk is the second-best perk for Archon. This perk should be the second 200 perk you get. After MAS. However, if you can get this in one go, do it.
- Spellcraft: 200 SPC is a mid tier 200 perk for Archon.
- Wisdom: Wisdom's 150 perk is the best 150 perk for Archon. It also gives good profit every point. And 200 Wis is the best 200 perk for Archon (Low priority to get 200 due to Easymind Hat giving 50 WIS during our burst, already putting us at it.).
- Dominance: Never upgrade Dominance. There's nothing worth getting here.
- Mastery: Mas 225 is good if you're on the brink of getting any new perk on Soulstealer exception being perk [250]
- Empathy: The goal for later on is to get 175 EMP without using Bite Sleeves so you can use Nomadic Wrists to level Soulstealer faster.
Attributes {Paragon 29 part}
Starting Attributes {1140 AP} (1160 without legendary Netherfist)
- Intelligence: 175
- Insight: 140 (160 without legendary Netherfist)
- Spellcraft: 250
- Wisdom: 200 (Will increase to 250 if you have legendary Easymind Hat, otherwise increase it accordingly.)
- Dominance: 0
- Patience: 50
- Mastery: 225
- Empathy: 100 (Gets to 175 with the use of Bite Sleeves, otherwise increase it accordingly or use Nomadic Wrists)
*Note: Fill can give you too much Insight because it will omit the bonus from Legacy if you don't have the attributes to equip it when you click "Fill".
Attributes to upgrade later {Paragon 28 part}
- Intelligence: The 175 INT bonus nearly doubles profits for only 25 attribute points. 200 INT is good if you got a lot of achievements, otherwise, look elsewhere.
- Insight: Get 190 ins (210 without legendary Netherfist) it gives a lot.
- Spellcraft: maxed
- Wisdom: It gives good profit every point. 250 is pretty good, but, Easymind Hat already puts us at it.
- Dominance: Never upgrade Dominance without Ascensions. There's nothing worth getting here.
- Patience: 225 is completely garbo. And 250 is good, but, not worth the points.
- Mastery: 225 is really good for getting levels. Really great for leveling up Soulstealer, I recommend getting this first. The 250 of mastery is pretty eh, good for tempo, not so good for archon. Get this absolutely last of the 250s, when we exclude dominance of course. I do recommend using this if you have 50 attribute points to the next big jump.
- Empathy: 250 is pretty decent, better than 250 MAS, worse than the others. Get to 175 fast, get 200 after int 200 and ins 190 (210 without legendary Netherfist)
Tip for attributes past p29
- Intelligence: Get it up to 200 when you get new attributes, not for now.
- Insight: Get 190 ins
- Spellcraft: Maxed
- Wisdom: Don't need more until everything's maxed.
- Dominance: ...What did I tell you?
- Patience: Mostly useful for the perks after you fill out most other things.
- Mastery: Get 225 mas
- Empathy: Get 175 emp to use Nomadic Wrists now.
Overview
This run is split into a few phases. First, we have "Startup", in which we gather Void Entities for the character EXP. We then stack Counterspell to increase our max shard pool capacity through Spellstealer, just enough to support our shard spending. Then, we move to our main buildup, in which we use JMS to stack up our many accumulated spells for the best profit, and use Debilitate to spend shards to stack our class ability. We have too many spells to stack on one bar, though, so we need to swap them out occasionally (find optimal ratios in the phase itself). Then, we move to a VM phase with Void Radiance since we can't swap off of SS/PC, and then burst.
You'll want to do a burst soon after starting a run, before returning to buildup for the main chunk of the exile, because you get character EXP based on your highest mana gained this exile, which will help level your pet.
Phase Scalings
Archon's buildup is not affected by any spell stats, as only the cast rate of JMS/Debilitate matter. However, our pet scales on its EXP gained, so we wear pet EXP gear for most of the exile. Pet EXP is roughly ^0.25 to profit.
In VM, we have
- Incantation efficiency ^1.22 (0.02 is an approximation of Void Lure)
- VpE ^1
- PAP ^~0.211 (with PC; with SS, it'll be far less)
In burst, we have
- Evocation/CAP/idle/profit ^1
- PAP ^~1.286
- Passive shard income ^~1.44 (0.04 as an approximation of WIS250).
- Incantation ^~5.69
The Run
Startup
Oddly enough, my first piece of advice in the TA Archon guide is to not start with casting TA! This is because at lower character levels, casting it even once will raise the costs of all your spells while an incantation is casting, making instant casting JMS with Void Lure difficult. We need to get a few pet perks to make that easier (*Note: I'll be using [x] notation to refer to the effects Soulstealer unlocks at x level). Instead, you can start out with collecting some autoclicks (ACs) from summons and void entities (VEs) to quickly get character levels. This phase should be super short, just enough to get your character level up. Character experience is based on a log10 of ACs, VEs, and a couple other factors, so unless you're getting 10x more of them it won't make much difference. As such, you shouldn't go beyond 1e4 VEs with this set, because it will simply take too long for too little return. It's perfectly fine to not get that much, though; this phase should not be longer than 10-15 minutes or so, though.
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We leave a spell slot empty in order to focus our JMS casts a bit. Counterspell is mostly here because we'll have to stack it later in order to have enough shard pool cap, so this can reduce the time it will take to do that later (often, to zero). Void Lure and Void Automaton are the primary purpose of the phase, of course.
You can also consider using an autoclicker during this phase to automatically click VEs. This won't be significantly faster than Automaton, but it allows you to take it off the bar to focus more casts onto Counterspell. This is such a short phase that this ultimately does not matter in the slightest.
Counterspell Stacking
In this phase, we'll be stacking all of our best spells while also stacking Counterspell. This phase only lasts as long as it needs to to get the right amount of pool size for our shard spending phase. How long exactly that takes, or how many casts it is, depends on many factors (mostly, pet level/PAP and TA casts), so it's really just trial and error. This probably won't take very long, though. If you spend long enough in the startup phase, you may not ever need to do this phase - you should only be doing this when you try to spend shards with Debilitate in the next phase and your cast rate is dropping, so if you're reading through this guide for the first time, I would recommend skipping this phase entirely for now and coming back later only if you need to.
For this phase, we need to note one quirk of Tempered Arcanomancy. It only increases the shard costs of spells while an incantation is active. This means that although we'll be putting our Accumulated spells on the bar to build fake casts with JMS, we won't be casting them.
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Again, this phase is only as long as it needs to be to cap our cast rate in buildup (in particular, when we're casting Debilitate).
Buildup
Now, we've reached our main buildup phase. Here, we have 6 spells (not including JMS) to stack and only 5 slots. Thus, we can't just sit on one buildup bar the whole exile, and we'll have to swap our spells out a bit, and find the right "ratio" of casts between the spells. See the note about Cast Ratios below. The simplest answer is to split Debilitate and ES 75/25 in the last spell slot (with PC. With SS it's about half as much ES time).
Debilitate, while not accumulated, has a far larger spell shard cost than our other spells, and thus we will use it to scale our class ability. Spellstealer and Tempered Arcanomancy will greatly increase spell costs and bolster the shards spent for our character ability. The lost JMS passive casts on Debilitate are worth less than the shards we spend with it.
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Cast Ratios
Here, we have 6 spells to stack/use over 5 slots: TA, Syphon Power, Nullzone, Radiant Pools, Expel Soulstealer, and Debilitate. These spells are not all created equally, though, as they have very different effects and scalings based on casts/time. This means that we can't just equally distribute the casts or time spent on the bar if we want to maximize profits.
The simplest solution, as stated above, is to split Debilitate and ES 75/25 in the last spell slot. This means you'd spend 75% of buildup with Debilitate in the last slot, and the other 25% with ES in the last slot. This is not really optimal, as you'll end up over-casting RP and NZ a bit, but it's close enough and it's a far simpler way to do it.
Also keep in mind that this 75/25 split is with PC. With SS it's about half as much ES time (so a ~85/15 split).
If you're close to unlocking another powerful perk (like SS275/300), then it's worth it to use ES a bit longer to unock it. If you do hold it over significantly longer than the 15% or 25%, then you'll likely want to be casting both Debilitate and ES during that time; to do this, replace RP, as it is our next-weakest spell.
It's also worth noting that you should push all time on Debilitate as late as possible; i.e. using ES for the first 25% of the exile. This is because TA's shard cost bonus scales up over the exile, so you'll get more out of it the later you do it. It should still take up 75% of the exile, though.
To see a more detailed version of cast ratios, see the Expand button to the right.
The problem child here is Expel Soulstealer. It has very poor cast scaling ( to pet EXP and to PAP), so it is by far our least used spell. However, what exactly its total casts-> profit scaling is depends on your current pet level, as pet EXP is reverse-exponential to profit. At PC level 300, it ends up at around 30% of the exile, gradually decreasing to ~25% at PC level 500 and further down as it gets higher (with a jump at 700 back up to ~23% due to an extra profit perk). Also, all of the ratio math I have done is done with PC, not SS. SS has massively worse level scaling. I will give some estimates for SS, which is based on real math, but I didn't go all the way in fully calculating it with SS, so it may be slightly off.
So, without further ado, here are our ratios (using PC level 400):
Spell | % of casts (optimally) | % of time on bar |
---|---|---|
TA | 36.17% | 100% |
Syphon Power | 19.28% | 100% |
Nullzone | 14.26% | 92.30% |
Radiant Pools | 12.74% | 82.48% |
Debilitate | 13.37% | 86.55% |
Expel Soulstealer | 4.19% (~2% with SS) | 27.12% (~10% with SS) |
It turns out that TA and Syphon Power are so strong that it's always worth having them on the bar. It's actually technically worth stacking TA with nothing else on the bar for a decent portion of the exile, but it's very easy to mess that up and it's very micromanage-y so it's much safer to just stack a bunch of spells all at once. Technically, you should do that with every spell for exactly the % of the exile that the cast % is, but again, it's very easy to mess that up. This is called hyper-stacking.
You should be focusing on the second column, here; the first column is the % of total spell casts that each spell should have, while the second is actually functionally how you should deal with that. What this means is that you want to have Nullzone, for example, on the bar for 92.3% of buildup.
The second Expand button on the right has a small section on our cast/time scaling in buildup, and how JMS affects it. Not updated to include ES. No new information; just math if you're curious.
As Archon, much of our power comes from casting our spells - i.e. spamming JMS. Here's how our spells scale with casts (more details of each on their respective pages):
Archon's first class ability:
Soulstealer's level 150 perk:
Karnaphen's Spellshroud:
Nullzone:
Radiant Pools:
Syphon Power:
Since we burst with Fire with Fire, this becomes:
Tempered Arcanomancy's first effect:
This feeds into Archon's two class abilities:
Tempered Arcanomancy's second effect:
This feeds into Archon's second class ability:
This gives us a total scaling for Tempered Arcanomancy of:
JMS's active effect:
Combined, we get an overall formula for profit based on casts:
Almost all of our casts will come from JMS, so the total scaling becomes:
In other words, doubling JMS casts should give around 320 times the profit; tripling, 9325 times.
We can similarly find the value of Forefather's Work. Excluding the active part of JMS:
JMS passive grows by:
Giving a final formula of:
Note: Depending on Exile length, the active part of JMS may contribute more to Spells Cast This Exile than the passive part. This changes the FFW scaling to 4.16.
where:
Void Mana
Void Mana!!! We use Void Radiance because we can't swap off of our pet to use VT.
This phase should not be more than 1-2 minutes.
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Due to PC400 scaling off of log(Evo), we use Evocation-boosting spells in our free slots for PC. On SS, though, it's better to just keep stacking our best spells for a bit longer.
Burst
And here, we reap what we sowed. Stack all of our best incantations we've been stacking all exile long together.
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Changes in Gear from progression:
- The best offhand for this phase will vary. At low mysts, Commissar's Torn Sleeve is best. After you've got enough attributes that you will only lose one perk by dropping Commissar's (normally around e800), Murmuring Spellbook is likely best. Once you get Ascensions and Obscure Talents, Commissar's will come back to being BiS again because of the extremely high pet levels.
- This assumes 500 extra sources from red catalysts. If you have ~1000 or more extra sources from red catalysts, then Architectural Databelt wins at all enchant levels.
- Use Miniaturized Accelerator if you manage to achieve a higher profit boost on it. The formula being roughly: (7e6*(1.25/1.2)^Ench) catalysts needed for it to win. This happens at 3e8 (enchant 0) - 3e10 (enchant 40) cats.
Burst shouldn't last longer than a minute or so. If you're happy with how many mysteries you've gained, exile! If not, then go back to buildup.
Enchant Priority
This is kind of outdated. It's not entirely wrong, but take it with a grain of salt.
You won't want all your items at the same enchant level, as some enchants are worth less than others.
A simple guide for high end enchants, assuming you have the BIS (ie all items), enough catalysts to make Sash of Luxury no longer BIS in burst and replaced with Architectural Databelt, enough edust to get 15+5 on chest (somewhere around 1.9e6 edust) the enchant priority, top to bottom is:
Highest
Inquisitive Eye
The Amplifier (unless using Timeshroud)
Bite Sleeves
The Clockcarers (unless using Empowering Handguards)
Chronoboost Ring
Thunderbird (unless using a different weapon)
Empowering Ankleguards
Easymind Hat
Spell Shards Fractalization
Architectural Databelt
Lucky Amulet (unless using Miniaturized Accelerator due to catalysts)
Tranquil Spaulders
Seclusion Shell
Highest -1
Spellweaving Kilt
Empowering Handguards (unless using The Clockcarers)
Insidious Lure
Anima Core
Spellstealer (ONLY when using it during burst, this is for very short exiles using Debilitate in burst instead of JMS)
Timeshroud (unless using The Amplifier)
Chiropteric Rod (if using it during burst; only for very very long exiles)
Miniaturized Accelerator (unless using Lucky Amulet)
Anomalous Essence
Pitch-black Cage and all other burst offhands - Commissar's Torn Sleeve or Murmuring Spellbook
Void Sampling
Highest -2
The Bright Beacon
Nethershell
Netherfist
Chaos Mantle
Nether Barrier
Nether Chain
Netherloop
Nethershackles
The Rubedo Engine
Smooth Amber Phylactery
Highest -3
Ebon Mantle
Legacy
Devious Violet Phylactery
Zenith, The Champion's Steed (only if using this as a substitute for Rubedo in burst)
Highest -4
Sash of Luxury (if you're using this in burst, then it's actually your highest profit enchant (around 39.68% profit per level)
Temporal Stabilizer
Here is a chart of all the enchants that aren't 1:1 with profit (shard income, inc eff, and PAP), to allow you to make educated decisions within one tier.
Enchant Type | Profit % |
---|---|
25.5% Shard income | 37.43% |
5% Incantation Efficiency (during Burst) | 31.74% |
20% Shard income | 29.07% |
20% PAP* | 26.21% |
4% Incantation Efficiency (during Burst) | 24.8% |
15% PAP* | 19.54% |
10% PAP* | 12.94% |
*PAP is calculated using PC level 325. The numbers with Soulstealer lv300 are a little lower (25.3% with 20% PAP), but they always fall into the same general place.
Pantheon
One Ability
The best gods for Archon at mysteries < e700 (1st god ability only) goes like this:
Altermutus |
Procreogenus |
Cerebros** |
Tempoaeverum |
Chaos** |
Ardourium |
Animatealia* |
Veritallios* |
*Means the god at this stage does nothing to increase profits for Archon.
**These gods can not be unlocked at <e700 myst and will always have both abilities when unlocked. They are included here as a reference for the relative value they gain from the memory upgrade cosmic reprecussions.
Both Abilities
The best gods for Archon at mysteries >= e700 (both god abilities) goes like this:
Cerebros |
Altermutus |
Procreogenus |
Chaos |
Veritallios |
Tempoaeverum*** |
Ardourium |
Animatealia |
***If using Black Vortex, Tempoaeverum will beat Veritallos.
Source Memetics
TLDR;
Gems untouched
Character exp -> grimoire
cost reduction gild -> Arcanasprings
evo eff -> Enchanted Trees
Character Ability Power -> Alchemy desks
Autoclicks -> Anti Magic Domes
Pet Ability Power -> Arcane Anomalies
Incant eff-> Nexus
For levels, there are calculators on the Discord but in general PAP is highest, Incantation is -1 or 2 levels below PAP, and CAP/Evo Eff is -1 levels below Incantation. Exp is very insignificant, and should just use whatever leftover ingots you have after leveling the others.
Reasoning
The cost reduction source memetic goes on Arcanasprings, for Thunderbird and Radiant Pools.
Because Anti Magic Domes scale ^0.95 with Nullzone and they have a class upgrade series that totals about ^13.875, it's important to have as much as possible. The best way to do that is to put the cheapest memetic Autoclick on Anti Magic Domes. This means we'll be using an additional source memetic, which ends up meaning we need to put one on Grimoires. That means we'll have less Grimoires and thus less experience from sources. But the XP loss from that is smaller than the profit we'll get from more Anti Magic Domes from having Autoclick memetic vs the alternative, using the slightly more expensive Pet Ability Power on Anti Magic Domes.
Finally, for the other sources the optimizations are fairly minor. You have one unused source, so you want to leave mana gems alone as it's the most numerous source so it gives the most source experience. All of the sources aside from Nexus have upgrades that increase profit based on number of sources, with the best scaling being Rift, and the worst scaling being Grimoire (although the differences are pretty minor). So the worst cost growth scaling source memetic (Incant eff) goes on Nexus, with the second best (Pet Ability Power) on Arcane Anomalies (archon's Rift replacement), the next best cost growth scaling (Character Ability Power) on Alchemy desks, and so on, putting Evo eff on Enchanted Trees and Character Exp on Grimoires.
Spell Memetics
For use with Merp's spell meme sheet.
Spell | Efficiency | Cast scaling | Other |
---|---|---|---|
Debilitate | 1.61 | 0.85 | Cast rate |
Magic Missile | 1.5 | 0 | |
Syphon Power | 1.30 | 1.224 | Cast amt |
Nullzone | 1.2 | 0.91 | Cast amt |
Radiant Pools | 1.2 | 0.81 | Cast amt |
Void Radiance | 1.244 | 0 | |
Karnaphen's Spellshroud | 1.2 | 0 | |
Fire with Fire | 1.2 | 0 | |
Tempered Arcanomancy | 1.047 | 1.45 | Cast amt |
Jas'Aham's Missile Storm | 1 | 12.75* | Cast rate |
Void Lure | 1.011 | 0 | |
Expel Soulstealer | 1.0074 | 0 |
*JMS cast scaling is weird to quantify, because the amount its passive scales up changes based on how long you've been using JMS in the current realm and some other factors. Here's the math:
Its total cast scaling is equal to , where
- is the total cast scaling of other spells combined (not including Debilitate), which is ~4.74
- is the total spells cast scaling (1.66 if using Murmuring Spellbook, 1.4 if not)
- is a multiplier from 1 to 1.8, and accounts for the passive growth - 1 is no passive growth, 1.8 is you've never used JMS before in the realm.
The 12.75 number assumes using Spellbook and n=1.4, but you can adjust it as you like.
The summons table in the top right of the sheet doesn't matter for Archon.
High Level Rushing
At high memory levels, there is some different gameplay rushing from e300 back to high mysteries.
JMS is replaced with Debilitate for burst and Spellstealer is used as the burst weapon. This also means instead of The Magnifier for increased JMS stacks in build you should use Falconer's Warm Cape. Patch 1.25 has changed this a bit, so you likely only want to do this if you are doing very short exiles (probably like less than 5 minuteso of casting JMS). You will eventually also be able to skip using Commissar's Torn Sleeve at all, and should just stick with Black Vortex until your exiles become long enough for Enigmatic Parchment to beat it.