Disrupt Disrupt Disrupt, It is easier to get Disrupt than dodge.
There is more gear with Disrupt than dodge (I can count the amount of dodge gear a char has with 1 hand.
Many Disrupt tactic for order and destro toon.(Can't recall a single for dodge)
That why Engineer is better than Magus
Why not make Magus attack defensed by dodge?
Magus wy ppl think .....
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Re: Magus wy ppl think .....
Last edited by kok on Sat Apr 23, 2016 3:46 pm, edited 1 time in total.
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Re: Magus wy ppl think .....
Magus's main issue (in rvr) is that the damage takes time to apply. Sorcs/BWs deal much more bursty aoe damage, making them much better in RvR. For PvE this doesn't matter as much since the fights are generally longer and more contained allowing the Magus' true DPS potential to be reached. And with PvE being on the back burner here this leaves Magus as a fairly weak class and not really wanted for much more than Rift.
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- Posts: 440
Re: Magus wy ppl think .....
Magnus and Engy both have the same issue in regards to their DOT damage .
On paper at first glance it looks ok, until you re-read it and start bringing math into it .
lets take a look at Engy with 951 Capped Ballastic , Acid bomb can do 994 damage over 21 seconds, Signal flare can do 2016 over 21 seconds , and incendiary round does 1460 over 15 seconds , and sticky bomb 900 damage over 15 seconds .
Taking the 21 seconds damage , it does combined 3010 damage at, 143.3 damage a tick .
The 15 seconds damage does a combined total damage of 2360 damage , at 157.3 damage a tick .
All dot damage combined comes to . 5370 damage , over 21 seconds, or 255.7 damage a tick.
with overlap from recasting incen round and sticky bomb . brings the total to 6,313.8 damage over 21 seconds, but its still only 255.7 damage a tick.
Which can easily be healed through with one group heal, or a single target HOT.
One way they could fix the classes without buffing other classes that do dot damage, could be to lower the duration of Dots on magus and Engy,
instead of dealing their damage over 21 seconds they could lower it to say 13 seconds ,m and instead of 15 seconds lower it to say 8 seconds . or whatever the formula would be thats just a proxy number thrown in as an example .
Which would bring the combined damage of the four dots to 526.5 damage a tick for 13 seconds with recast of incen and Sticky, thus doubling their dot damage by applying the same amount of 6313 damage but in a shorter timespan of 13 seconds instead of 21 seconds, while not interfering with other classes dot damage duration's.
On paper at first glance it looks ok, until you re-read it and start bringing math into it .
lets take a look at Engy with 951 Capped Ballastic , Acid bomb can do 994 damage over 21 seconds, Signal flare can do 2016 over 21 seconds , and incendiary round does 1460 over 15 seconds , and sticky bomb 900 damage over 15 seconds .
Taking the 21 seconds damage , it does combined 3010 damage at, 143.3 damage a tick .
The 15 seconds damage does a combined total damage of 2360 damage , at 157.3 damage a tick .
All dot damage combined comes to . 5370 damage , over 21 seconds, or 255.7 damage a tick.
with overlap from recasting incen round and sticky bomb . brings the total to 6,313.8 damage over 21 seconds, but its still only 255.7 damage a tick.
Which can easily be healed through with one group heal, or a single target HOT.
One way they could fix the classes without buffing other classes that do dot damage, could be to lower the duration of Dots on magus and Engy,
instead of dealing their damage over 21 seconds they could lower it to say 13 seconds ,m and instead of 15 seconds lower it to say 8 seconds . or whatever the formula would be thats just a proxy number thrown in as an example .
Which would bring the combined damage of the four dots to 526.5 damage a tick for 13 seconds with recast of incen and Sticky, thus doubling their dot damage by applying the same amount of 6313 damage but in a shorter timespan of 13 seconds instead of 21 seconds, while not interfering with other classes dot damage duration's.
Re: Magus wy ppl think .....
there is one big difference between magus and engies. Armor stacking making engies ST spec very lacking at later stages.
For magus and engis to work better there should be made some changes. Well oiled machine \and maguses mirror\ should be made core part of tuuret mechanic. WAR combat system is quite dynamic and to make turrets valuable you need to cast them fast, on move.
Along with that i would add damage reduction aura around the turret/demon for all friendly characters 20 foots around the pet. So the classes will bring new meanigfull utility to the group setting and that will make turret mechanic more important to work around.
3rd issue is the group cleanse from dok/wp. It is just too easy to do and that make the pitiless engi/magus' dots even more worthless to stack. It is enough that there is cleansing winds that doesnt existed when maguses and engies originaly where designed and balanced.
Some mirror fixes to some skills is also welceomed and the classes will become much more competative for 6 man squads
ps. for engies to work armor stacking should be reworked also. It is hitting too strong ST build and at some point the magnet build also
For magus and engis to work better there should be made some changes. Well oiled machine \and maguses mirror\ should be made core part of tuuret mechanic. WAR combat system is quite dynamic and to make turrets valuable you need to cast them fast, on move.
Along with that i would add damage reduction aura around the turret/demon for all friendly characters 20 foots around the pet. So the classes will bring new meanigfull utility to the group setting and that will make turret mechanic more important to work around.
3rd issue is the group cleanse from dok/wp. It is just too easy to do and that make the pitiless engi/magus' dots even more worthless to stack. It is enough that there is cleansing winds that doesnt existed when maguses and engies originaly where designed and balanced.
Some mirror fixes to some skills is also welceomed and the classes will become much more competative for 6 man squads
ps. for engies to work armor stacking should be reworked also. It is hitting too strong ST build and at some point the magnet build also
Mostly harmless
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- peterthepan3
- Posts: 6509
Re: Magus wy ppl think .....
^ Nice points, but I would wait for the balance forums before suggesting (I intend to do some similar points regarding Magus, and hope to get some feedback from other magi from live)

- footpatrol2
- Posts: 1093
Re: Magus wy ppl think .....
I disagree with you guys. I don't want to write a detailed write up at the moment. Maybe I'll write something up during the week.
This game is not solely based on 6 man play. Here is a long article based on this.
6 man meta thread.
http://www.returnofreckoning.com/forum/ ... =8&t=12342
The magus shines in larger engagements then 6 man. Luckily most of this game isn't based on 6 man groups. Most sc's in this game are based on 12 man with some going as high as 18 man. In addition ORvR which is this games original main focus is much larger then 6 man play.
In addition I'd like to note that some of the magus/engineer dots have a AoE component to them and its outgoing and not tied to purely damaging just 1 group. Your likely damaging lots of groups.
If your bringing a single magus or couple of magus/engineer's you need to have a 2nd damaging component to apply pressure to healers so they can't hard cast. You can't really do this in a 6 man setting due to group compositions. The 6 man scale is SO SO incredibly small. To maintain your thinking purely at this level is to miss out on probably 50%+ of what this game can do, if not more.
This game is not solely based on 6 man play. Here is a long article based on this.
6 man meta thread.
http://www.returnofreckoning.com/forum/ ... =8&t=12342
The magus shines in larger engagements then 6 man. Luckily most of this game isn't based on 6 man groups. Most sc's in this game are based on 12 man with some going as high as 18 man. In addition ORvR which is this games original main focus is much larger then 6 man play.
In addition I'd like to note that some of the magus/engineer dots have a AoE component to them and its outgoing and not tied to purely damaging just 1 group. Your likely damaging lots of groups.
If your bringing a single magus or couple of magus/engineer's you need to have a 2nd damaging component to apply pressure to healers so they can't hard cast. You can't really do this in a 6 man setting due to group compositions. The 6 man scale is SO SO incredibly small. To maintain your thinking purely at this level is to miss out on probably 50%+ of what this game can do, if not more.
- peterthepan3
- Posts: 6509
Re: Magus wy ppl think .....
Please stop. It's a riftbot in large scale, and that is it. No ifs, no buts. Decent PBAOE damage in Demonology.
And stop relating everything back to 6man scale lol.
I will happily play my Magus with yours and see what other role it performs in WB scale.
And stop relating everything back to 6man scale lol.
I will happily play my Magus with yours and see what other role it performs in WB scale.

- footpatrol2
- Posts: 1093
Re: Magus wy ppl think .....
Your the one relating everything back to 6 man scale.
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Re: Magus wy ppl think .....
peterthepan3 wrote:Please stop. It's a riftbot in large scale, and that is it. No ifs, no buts. Decent PBAOE damage in Demonology.
And stop relating everything back to 6man scale lol.
I will happily play my Magus with yours and see what other role it performs in WB scale.
I know you're smart enough not to go back and forth with footpatrol, don't disappoint me :^)
Re: Magus wy ppl think .....
If you know magus is good, why are you actually listening to this?Daknallbomb wrote:And i rly know that magus was a rly good class nice to outdmg ppl debuff utility and so on .
Now i hear from all sides magus sucks but i dunno wy are so many things changed ?
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