What's going on guys? My name is Renegade, today we are here to ask and answer the question, how good is Archfiend class for support? Just to let you know, I don't generally do support classes in these videos, so my apologies if I missed something or get something wrong. As you guys probably know by now, this series is where I do a comprehensive overview of the class in question. This includes how to obtain the class, what enhancements to use, what reference to use, what the abilities and passives do, how to use the class, how well it serves exesignated purpose in this case that is support, and finally I wrap things up with my own opinion on said class. If you'd like any other classes to receive this treatment then let me know in the comment section down below, on Twitter or on Discord links for all that are in the description, and I've also posted a poll in the comment section down below that you guys can go vote on for the next episode of the series. Either way though, let's start off the video by going over how to obtain Archfiend. So there are actually two ways to get Archfiend class, both of which are obtained from Turses Unotlem, I think this house pronounced, it's Maltonious to secret backwards, and once you're there you go to Oblivion NPC. Now to access Turses Unotlem, go to SlashhouseEtho and walk two rooms up, now that's actually my house by the way. To enter the portal you need 50 bone dust, once you've traveled through the portal you'll be in another room with another portal, enter that one too and you should see the Oblivion NPC standing there, he sells both variants of Archfiend class. Now if you're a non-member, the only way to obtain the class is to buy it with 2000 ACs from Oblivion's class shop. If you're a member then you can complete various no gas related quests to obtain Fiend tokens. Once you have 30 Fiend tokens you can merge the class which is also from Oblivion. Now for enhancements you have a couple of options, the class description recommends Healer, but I advise against that, instead looking to either luck or wizard, luck enhancements of course give you better overall DPS, but wizard enhancements give you better healing. For me I'd personally pick luck enhancements as you have better mana regeneration as your crits are higher, but if you're in a situation where you need to have better healing then I'd recommend you go with wizard enhancements. If you want a balance of both sides you can always mix and match, but I've personally found the best results would luck. Weapon range is a non-issue with this class, just use whatever you want really, I found that stable weapons were slightly better in terms of damage, but that could have been down to typical RNG so there's really not much of a difference with weapon range on this class, just use whatever you want. Like most classes in AKW, Archfiend has 3 passives, 2 of which are obtained at rank 4 and 1 of which is obtained at rank 10. Your 2 rank 4 passives are an increase in your critical strike damage by 20% and an increase in your critical strike chance by 12%. Rank 10 passives is a 25% chance to perform a fatal blow to your enemy if they are near death. Now of course Archfiend has 5 abilities, ability number 1 is your auto attack, just a completely standard auto attack, nothing unique or interesting here, 2 second cooldown, 0 mana cost, bloody bloody blow. Ability number 2 is called Mark of Death, it consumes 20 mana and has a 7 second cooldown, the mark of death curses your opponent to take damage over time until they give in to your awesome power, applies a spell damage dot that lasts 12 seconds, damage increases with each stack, stacks up to 6 times, all abilities have a 60% chance to apply Fiend Leech which heals you for a small amount. Your third ability is called Fiend's Strike, it consumes 35 mana, has a 14 second cooldown, dash out at all opponents nearby by striking them with the force of the Abyss spell damage, deals moderate damage to all targets within melee range, also applied Fiendish state increasing haste by 10% for 10 seconds and of course all abilities have a 60% chance to apply Fiend Leech which heals you for a small amount. Ability number 4 is called Fiend frenzy, this ability consumes 25 mana, has a 12 second cooldown, your frenzy state empowers you and or any of your allies with an increased chance to critically strike for 30% for 10 seconds and of course all abilities have a 60% chance to apply Fiend Leech which heals you for a small amount. And finally Ability number 5 is called Abyssal contract, it consumes 40 mana, has a 50 second cooldown, binds you and up to 4 enemies in the Abyss, dealing massive damage to your targets and increasing all damage they take by 75% for 15 seconds, you take 25% increased damage for the duration, all abilities have a 60% chance to apply Fiend Leech which heals you for a small amount. So how do I use Archfiend class in a support situation? Well Archfiend class is a support class because it doesn't heal your teammates, you heal yourself just passively but you are making your teammates deal more damage, not only can you increase their chance to critically strike which is pretty powerful but you can also just flat out increase their damage by 75% which is pretty damn huge. So my recommendation for you in a support situation is to use Fiend frenzy then Abyssal contract and that way if both of those effects are applied at once so that's abilities 4 and 5 by the way, your teammates are going to have an increased chance to critically strike by 30% and they are going to deal 75% more damage. So that's a pretty big increase in their damage output. So if you're fighting alongside perhaps a Chrono Dragon Knight, that's going to be really good for them if you can get that to combo with the nook on a Chrono Dragon Knight. I'd recommend using this class to perhaps voice chat with your teammates so you can be like alright guys, I'm going to use Abyssal contract, you guys get your nooks ready so you can all use them at once and all take advantage of the 15%, 75% haste, 15 second long, 75% damage boost. So yeah, my other recommendation to you is to just use Ability number 2 as much as you can, keep that dot stacked if you are able to with your mana situation. Mana is kind of a problem with this class but not really, you just got to kind of be careful about what you're using. Ability number 3, it's just kind of useful but the haste boost is good but it costs a lot of mana so you need to be careful about how much you use that ability. But yeah, that's pretty much it, it's just a matter of using common sense and it's recognizing what each of the four abilities do. Mark Ability number 2 is your dot stack it up. Ability number 3 is your haste boost, apply that when you need a haste boost. Ability number 4 is your critical strike increase, apply that when you want your teammates to deal more damage and then Ability number 5 is your flat out sort of increase in teammate damage which is just super powerful so keep that in mind when using this class and you'll be fine. And finally this is the part of the video where we ask and answer the question, how good is Archfiend class for support? Archfiend class is a very good support class, I love this class so much for what it does for support. It doesn't heal your teammates so it's not necessarily the most, I guess you don't really feel like you're doing all that much from the Archfiend's perspective so it comes under the sort of misconception that it's not a very good class but yes it's very powerful for what it does and in the right situation when combo with the right other classes the support elements of this class really shine and honestly having this class with you when you're fighting is a really big advantage. Not so much in like two player situations if you're using say this class and like Arch Paladin or Void Highlord it's probably best for you to not be using Archfiend but in situations where it's like Void Highlord stone crusher like Caster and like just like another class I don't know card clasps or something like that you know you got four damaged dealing sort of central classes I know like Caster stone crusher had support elements but just think of four normal damage dealing classes and then you've got this class with them then that's really good so if you go to public rooms and you are just fighting alongside a bunch of other random players doesn't matter what class you're using a 75% damage boost is going to benefit them a lot it's really really powerful it perhaps could have a shorter cooldown on that ability 50 seconds is a really long cooldown for that and so really there is a 35 second gap between each usage of that damage boost so you're really it's a situational thing and honestly it shines best when you can talk to your teammates with voice chat and say look I'm about to do my my damage boost guys get your you know high damage dealing abilities ready it's best in those situations because you can really take advantage of it and it's really really good however it just takes the right synergy in the right sort of mindset but yeah it's a really good support class this class is a is sort of got the misconception that it's really bad because it's not very good on its own but it's not for that you know it's not for soloing it's not for taking out monsters by yourself it's for a support situation and in those support situations you do incredibly well with this class it's very very useful to have with you in a fight so yeah I do definitely think this is a good class it's worth the farm if you're a member as a side note if you are a member you can farm this class you can't as a non-member but once you're farmed it as a member you can still use it once your members should run out you know the class itself isn't member only to equip so keep that in mind you just have to be a member to farm it now for the portion of the video where I talk about my opinion on said class it's not it's not honestly it's not too it's useful sure like the utility behind it is really really useful and I honestly I appreciate support classes more than any other type of class in the game it encourages teamwork and encourages cooperating it's just encourages everything that I want a QW to be so yes I love this class for what it tries to do but it's not very complex it's quite a basic class so I do have to sort of deduct not necessarily points but I don't know I have less of an opinion about this class or I have a worse opinion of this class because it's so basic but I still love it because it's a support class and I love support classes so much I just love what they try to make a QW into I love what naval commander and archfiend and all those kinds of support classes try to do you know they're trying to fulfill a specific purpose they try and do a specific thing that's super useful for your teammates and honestly that's where a QW shines this class combo with chrono dragon knight is a force to be reckoned with and just thinking of synergies to put with this class is just amazing and I love this class for that however you know it's basic and it's not very fun to use but it's fun to use when you're talking to your teammates and you're recognizing that it's super powerful and all that it's fun in the right situation I guess but yeah that's gonna do it for the video guys I hope you guys did enjoy if you did leave a like subscribe if you haven't already and I will see you guys in the next video peace