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[Magus] Rolling Winds change

Chosen, Magus, Marauder, Zealot
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Nidwin
Posts: 662

[Magus] Rolling Winds change

Post#1 » Wed Sep 12, 2018 9:58 am

It has now been 3+ weeks so time for my feedback.

I don't like the change made and prefer the old version. I'm only talking for the Rolling Winds change for Magus and not for any other class.

The change doesn't add much to a daemonology build, with or without rift, while it removes a good M2 ability for a changing build.

Daemonology wise, being in melee;
targets are dead before M2 up
Magus is dead before M2 up
doesn't do much vs properly healed frontline tanks
I still prefer Focused Mind or Syphon Power over Rolling Winds when Path of Daemonology specced.

Meanwhile the "old" Rolling Winds did give a ranged aoe spec a nice M2 boost.
Nidwinqq used teabag Magus [Hysteria]

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Aerogath
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Posts: 236

Re: [Magus] Rolling Winds change

Post#2 » Wed Sep 12, 2018 10:00 am

Welcome to the Magus class.
You can Play Rift and become useless for 30 seconds or play Change Aoe glascannon.
The rest is some tanky solo specc that can`t do anything else.

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roadkillrobin
Posts: 2773

Re: [Magus] Rolling Winds change

Post#3 » Wed Sep 12, 2018 10:29 am

Iirc Magus used to have Morale gain tactic.
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peterthepan3
Posts: 6509

Re: [Magus] Rolling Winds change

Post#4 » Wed Sep 12, 2018 12:33 pm

Aerogath wrote: Wed Sep 12, 2018 10:00 am Welcome to the Magus class.
You can Play Rift and become useless for 30 seconds or play Change Aoe glascannon.
The rest is some tanky solo specc that can`t do anything else.
Rift brings among the top PBAOE DPS in the game; it isn't a rift spec
Havoc brings among the top ST burst in the game
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Aerogath
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Posts: 236

Re: [Magus] Rolling Winds change

Post#5 » Wed Sep 12, 2018 1:02 pm

Havoc is simply to slow with its 10hr cast times.

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catholicism198
Posts: 1092

Re: [Magus] Rolling Winds change

Post#6 » Wed Sep 12, 2018 6:54 pm

roadkillrobin wrote: Wed Sep 12, 2018 10:29 am Iirc Magus used to have Morale gain tactic.
That was way back in early/late beta/alpha, back when the magus was mostly melee:
" You Are Weak!, Each time you disrupt an enemy's spell, you will gain 5 seconds worth of morale."
Just about every class had a morale tactic because they were a key point of game play.

Magic rDPS had a lot of nice tactics/moral abilities:

Forceful Conduit, If an enemy blocks any of your attacks, their chances to block and disrupt will be reduced by 10% for 5 seconds.
"Determination: Removes all hostile taunt and detaunt effects from you, and you will ignore new taunt or detaunt effects for the next 10 seconds." *Unshakeable Focus acted the same way, which they recently changed to something similar*
"Shimmering Cloak: Everyone in your group is surrounded by a protective shield, which will absorb a large amount of damage from magical abilities."

Magus Abilities
Rend Winds, A basic magical attack.
Fling Red Fire, A quick blast of energy that instantly damages your target.
Clinging Chaos, Your target becomes Snared, reducing their run speed by 60% for 5 seconds.
Dissolving Blast, Damages your target over 10 seconds and reduces all of their stats slightly.
Disc Flail, Any time you are hit by a melee attack, your Disc will lash out and deal a portion of the damage back to the attacker.
Invoke Orange Fire, Your Toughness and Armor are increased by 20% for 12 seconds.
Befuddling Green Fire, Damages your target and Disorients them for the next 6 seconds, increasing the buildup times of their abilities by an additional 1 second.
Exhaustive Power, For the next 9 seconds, you deal 15% more damage. For the next 9 seconds after that, you deal 10% less damage.
Disc Rush, Your movement speed is increased by 50% for 10 seconds. This effect will immediately end if you use any abilities.
Aegis of Yellow Fire, For the next 6 seconds, any magical attack against you will do almost no damage, but will instead restore some of your Action Points and Hit Points. You can not cast any spells while the Aegis is active.
Surging Blue Fire, You concentrate on your target for 5 seconds, damaging them and all other enemies within 20 feet each second as long as your concentration is not broken.
Disc Shock, For the next 9 seconds, any enemies within 30 feet of you will be periodically damaged.
Warping Blast, Damages your target and Disarms them, making them unable to use weapons for 3 seconds.
Devastating Indigo Fire, Damages your target and all other enemies within 20 feet of them.
Feed My God!, Damages your target over 10 seconds, as long as you continue to concentrate on them. If the target dies while they are contaminated, a Horror Of Tzeentch will be drawn forth and will attack your enemies for 15 seconds. You may only have a single Horror at a time.
Disc Blast, Knocks back all enemies within 10 feet of you.


Back to the topic:
It was a pretty useless morale as a dot because people could just heal through it. It was mainly used to leech renown.

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Darks63
Posts: 651

Re: [Magus] Rolling Winds change

Post#7 » Wed Sep 12, 2018 8:08 pm

So many cool abilities that never made it in 😭
Tourist SW 40/50+<Zaxxed> Discotec 40/40+<IRONIC>

Former Pragg/Badlands Destro Iron Rock/Badlands Order player.

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catholicism198
Posts: 1092

Re: [Magus] Rolling Winds change

Post#8 » Wed Sep 12, 2018 11:02 pm

We're getting off-topic but the topic is boring anyways.

A lot of those abilities were reworked or renamed
Fling Red Fire, Clinging Chaos, Disc Shock, Feed My God! were all renamed

Befuddling Green Fire became Befuddling Green Mist but was then removed last minute. The animation is still in game though.

This was also before the Marauder was introduced.

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