Arch-Glacor: High Enrage (Hybrid Melee Mage)
Introduction
This guide is aimed at players looking to kill Arch-Glacor at 3000-4000% Enrage and assumes strong underlying knowledge of all information presented in #Arch-Glacor Basic Guide and the advanced techniques presented in #Ranged Hard Mode Arch-Glacor.
The Arch-Glacor is not affected by Slayer tasks in hard mode.
Presets and Relics
Preset Notes
⬥ Powder of Penance
or bring a form of prayer restore + Powder of Protection
if using Am-hej 
⬥ Hellhound familiar
recommended, but Kal'gerion Demon
may be used at lower (<3500%) enrages
⬥ Apply
+
at Wars
⬥ Master Magic Cape
stored for longer debuff duration
⬥ Optional
usage at Wars
⬥ Optional
for extra melee damage, otherwise wear 
Fight Checklist
⬥ Keep
+
applied while 
⬥ Have
equipped as often as possible while meleeing for Flamebound Rival damage reduction
⬥ Keep
applied while 
⬥ Don't overspend
stacks before Glacyte Minions during
, needed for
cooldown refund
⬥ Regularly use
to sustain 
General Rotations
As a general rule, it is better to keep your hybrid rotation rolling even in the middle of mechanics. If your buffs run out while clearing Glacyte Minions, simply swap styles right then. If Pillars are currently happening, put up your buffs (without dying) anyway. This helps to ensure that you're spending minimal time outside of buffs for mechanics that can happen somewhat unpredictably.
For Arms (Exposed Core) specifically, if your buffs are close to running out while the ice is creeping in, just swap styles early to make sure you're not still building as the mechanic begins.
Opener
⬥ Arch Glacor spawns
+
→ tc +
→
→
→
→
→ apply
+
→
→ improvise with
/
/

⬥ First Mechanic:
• Glacyte Minions: finish applying necessary debuffs first, then
→
→
→
(until cleared)
• Arms: finish applying necessary debuffs first, then
→
→
→
→
(until cleared)
• Cannon: make sure
+
is applied +
+ 
• Flurry: make sure
+
is applied +
if needed
Magic Phase
The following rotations are laid out as a general checklist that could deviate based on order of mechanics
⬥ Make sure
is applied →
+
if adren is low →
→
→
/
/
→
→
→
→
→ improvise with
/
/
/
/
+ use
as needed for either damage or adrenaline
⬥ Mechanics:
• Glacyte Minions:
/
→ target bolstered +
→
/
→
middle of minions →
→
+
→
→
→
/

⬩ Make sure to

⬩ If close to end of
, swap to melee early and
+
to do the melee clear instead
• Arms:
→
+
→
→
→
→
→
+ improvise
Melee Phase
⬥
→
/ stall
(only for adren, don't attack) →
→
→
+ switch back to
as quickly as possible → make sure
+
is applied → improvise with
/
+
/
/
+ don't overspend
stacks
⬥ Mechanics:
• Glacyte Minions:
/
→ target bolstered + equip
+
/
→
→
→
→
→ 
⬩ Watch
stacks, need 4 for full cooldown reset on 
⬩
/
is used because the Flamebound Rival damage reduction is lost while
is equipped
⬩ After
+
ends, swap to magic to finish the clear with
/
/
+ 
• Arms: Improvise with
/
+
/
/
/ 
Defensive Usage
⬥ At higher enrage, you will want to prioritise defensives as follows,
• Frost Cannon:
→
/
/
(only one is needed)
⬩
a hit if needed
• Exposed Core (Arms):
if it goes too long, rarely needed
• Glacyte Minions:
/ 
• Flurry:
/
/
/
(
does decent damage at higher enrage)
• Pillars of Ice:
/
for adrenaline
Example Kills
