DescriptionThe Archonite was created as an easy gold farming build in Act 3. It revolves around keeping archon up as long as possible. Act 3 has a lot of encounters so it is possible. two skills are left open as they are not required to finish this build. I recommend hydra and blizzard…
For inferno you really need good gear to pull this off and swap Pinpoint Barrier with Force Armor.
Arcane DestructionAn explosion erupts around you when you transform, causing 450% weapon damage as Arcane to all enemies within 15 yards.
TeleportArchon form can now cast Teleport with a cooldown of 10 seconds.
Pure PowerDecreases the cooldown of Archon to 100 seconds.
Slow TimeArchon form can cast Slow Time that lasts for 8 seconds.
Improved ArchonIncreases the damage of all Archon abilities by 25%.
AbsorptionYou have a chance to gain 4 Arcane Power whenever you are hit by a ranged or melee attack.
Pinpoint BarrierIncreases your chance to critically hit by 5% while Energy Armor is active.
Energy TapRather than decreasing your maximum Arcane Power, Energy Armor increases it by 20 while it is active.
Force ArmorWhile Energy Armor is active, incoming attacks that would deal more than 35% of your maximum Life are reduced to deal 35% of your maximum Life instead.
Prismatic ArmorIncreases all of your resistances by 40% while Energy Armor is active.
ElectrifyAttacks have a chance to cause lightning to arc to 3 nearby enemies, dealing 10% weapon damage as Lightning.
Force WeaponIncreases the damage bonus of Magic Weapon to 15% damage, and gives up to a 2% chance to Knockback any enemies hit.
ConduitAttacks have a chance to restore 1 Arcane Power.
VenomAttacks poison enemies, dealing 15% weapon damage as Poison over 3 seconds.
Blood MagicAttacks recover 1.5% of damage caused as Life.
Charged BlastIncreases the damage of Magic Missile to 143% weapon damage as Arcane.
SplitFire 3 missiles that each deal 50% weapon damage as Arcane.
Penetrating BlastMissiles have a 70% chance to pierce through their target and hit additional enemies.
AttunementWhenever Magic Missile hits a target you gain 4 Arcane Power.
SeekerMissiles track the nearest enemy and their damage is increased to 121% weapon damage as Arcane.
GearCritical Mass was nerfed badly but it is still usable. Critical hits will still lower the cooldown only less frequent now. Max up on critical hit chance/damage and LoH or Regeneration.