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Hi, guys, this Arcane Armory guide will be around arcane staffs, current builds (with pros and cons), media and of course a discussion around arcane staff.

Albion Online Arcane Armory Guide

Hi, guys, this Arcane Armory guide will be around arcane staffs, current builds (with pros and cons), media and of course a discussion around arcane staff. Goal is to offer support for beginner's, or different build options for advanced players that want to try out something else.

 

So far for the intro, lets get going too the important stuff.

 

Overview


Weapon basics

Spells

Builds and Media

Build Ideas

 

Arcane Staff Basics

 

The arcane staff is a support weapon, it is not meant for hyper dps, strong heals, or tanking in pve, if you want those then you're probably in the wrong place.

Now, now don't get discouraged immediatly, the arcane staff does increase the damage output of your group significantly, while also offering great ways of reducing damage.

Additionaly it can cleanse debuffs on allies or purge buffs from enemies and there are alot of hidden mechanics that are in favour of this weapon.

 

Albion Online Arcane Armory Guide

 

Spells

 

Q-slot:

 

Arcane shield, a spell that buffs the target with a small damage absorbing shield. The spell blocks the damage before the armor/magicresistance is applied. That means it is calculated against the raw damage, one would take.

 

Example: 1000 damage, 1000hp, 50% armor/magicresistance, 300 shield.

 

(1000(damage)-300(shield))x(1-0.5(ar/mr))= 350 damage recieved

 

Castspeed instant, range 9m cooldown 5 seconds, duration 4 seconds

 

Available on all staves, starting at t3

 

W-slot:

 

Cleanse, removes negative effects from an ally and all allies in a 5 m radius around him. The target of the spell recieves a movementpeed boost and a cc-resistance buff for 5 seconds.

 

Cast time instant, cooldown 10 seconds, range 9m, aoe 5m, duration 5 seconds

 

Available on all staves, starting at t3.

 

Arcane beam, is a channeled spell, that buffs the damage output from the target by 137% for up to 7 seconds. Movements, spellcasting or cc will interrupt the channel. Interesting sidenote is that the channeled beam leaves a lingering buff that lasts roughly 1 second on the target. Additionally does the beam range , once casted, exceed the 9m range, if the target keeps on moving further away. It still breaks with at a certain distance.

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