peterthepan3 wrote:Why would we encourage giving the Magus/Engineer a tactic that effectively negates the mechanic they were designed around? The damage they dish out is not an issue, its just the application of said damage/making it consistent.
1) No. The Magus is starved for tactics as it is, why would you lose an incredible amount of your damage (no stacks & no pet damage), your utility (aoe KD, ele debuff, crit reduc) just to gain 25% resistance ignore? Bypassing resistances is not an issue as a Magus (make friendly with a DPS Shaman), and it has been stated numerous times that engineer/sw/sh vs high armor won't be an issue here as it was on live.
2) Isn't that what the middle tree does already, i.e. castable abilities on the move, and quicker dot ticks? Again, I don't think we should promote a more mobile Magus and, instead, strengthen its role as a stationary long-range caster. Sure, the middle trees are designed to be more mobile and I'm all for that, but what's wrong with the changes that were implemented a while back that allowed certain abilities to be castable on the move - as long as you used the right pet (and thereby, you are still using your class mechanic)? It's been a while since I played magus, so I'd appreciate it if someone could tell me whether or not these experimental changes are still in place.
1) Not all utility is tied to turrets and daemons, and in a lot of situations it is just not possible to sit with a turret or daemon or to constantly respawn it on the go. The focus of this change is to give the option for more mobile play, but in all situations being more stationary will be better for overall dps. Even with the new tactics, stand and spam with full turret stacks will be better damage and utility, all these tactics would do is give a slight bump in the situations where such play is impossible. SH / WL have the ability to give up the pets at a great cost to themselves, and their version of the no pet tactic only helps reduce the gap. Is it really so bad to give engineers / maguses more spec'ing options? As far as armor goes, that is a bit off topic. The armor ignore tactic is merely an example of another way of increasing dps without just copying the 25% damage tactic. Is 25% ignore better than the 40% from turrets? If so then it would be hard to say that armor isn't an issue.
2) The cast on the move turrets still exist, but they are simply not effective. The combination of must slot tactics, the AP cost of continually respawning the turrets, and the weakness of the middle tree makes the changes weak compared to the increased range, and dodge / disrupt.