[Magus] Why so weak?
- peterthepan3
- Posts: 6509
Re: [Magus] Why so weak?
Though most of these classes can actually perform to a good degree on a 6man scale apart from the Magus/Engi (I know there's a discrepancy between melee and ranged, but this is something that can be looked at in the future I am sure). Hell even a DPS AM offers more to a 6man than an engineer or magus imo.

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Re: [Magus] Why so weak?
magus in my guild vallendus.. dominates rvr.. top DBS and dmg every scenario.. watch him!
Krima - WE RR 87
Carnage
Carnage

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- Posts: 629
Re: [Magus] Why so weak?
This is possible with weak group comp, poorly coordinated groups and pugs. I mean...I've won with a magus in a 6v6 before...that doesn't mean the class doesn't need some work.Krima wrote:magus in my guild vallendus.. dominates rvr.. top DBS and dmg every scenario.. watch him!
- peterthepan3
- Posts: 6509
Re: [Magus] Why so weak?
Krima wrote:magus in my guild vallendus.. dominates rvr.. top DBS and dmg every scenario.. watch him!
-sigh-
i also regularly get top DBs in scenarios. that does not mean anything and has no bearing on 6man balance.

Re: [Magus] Why so weak?
Can we make it so that we can leave our disks and become "mdps"? :^)
- footpatrol2
- Posts: 1115
Re: [Magus] Why so weak?
Have those magus players tried the defensive style of play I'm writing about?peterthepan3 wrote:ok then, the magus mechanic isn't clunky because you said so! and loads of other magi have been wrong all this time.!
The pet gets healed off of AoE healing. The pet can also get splash healing through leaping alteration/RP version. The pet also benefits from HTL.peterthepan3 wrote: you fail to point out that the pet dies within 2/3 hits rendering the 20% dmg buff null in such a defensive setup.
In these groups I've ran (which I have ran a chaos group on this server a couple of times and dwarf groups countless times in live), I haven't had a large problem with the pet dying. Does the pet die sometimes? yes. But then you just re-summon the pet when it is convenient to do so. Oh well... not that big of a deal. Does the 20% damage boost instantly disappear when your pet dies? No it doesn't. Am I completely dependant on ap feeds from the magus/engie pets in these defensive groups? No. I still have rituals/runes aura's and tactic's. The ap feeds from the pets just make these defensive groups have an even more gross AP advantage then normal.
- footpatrol2
- Posts: 1115
Re: [Magus] Why so weak?
These groups do very well against melee trains. If you stack enough fluff damage that fluff damage can't be ignored. By itself mist/napalm is not that great but when you stack it with a ton of other fluff damage concentrated in one specific spot the damage becomes a real threat and its constant pressure. Its not about one ability. Its about the orchestration of many abilities that provide the constant pressure. Mist/Napalm is fire and forget. Its basically AP free damage...Tankbeardz wrote:Static game? That simply doesn't work vs any good melee train. I love magus, don't get me wrong, but if you just stand around and expect to win vs any group with half a brain...you are going to lose. Mist and Napalm are fluff damage and are great for initializing procs for the other team - I mean killing pugs is great and all but...
As for your hold the line argument...tanks aren't just hold the line bots...they have so many other useful skills. Just my 2 cents..
Did I say tanks were hold the line bots? No. Its a trick in your bag that you can do as a group if the situation calls for it. Your still switchin guards/switching oathfriends/rotating challenging shouts/contributing to defensive morale cycle/buffing yourself/buffing your groupmates/Body blocking/Provide controlled AE knockbacks to relieve pressure if our group was taking too much damage. We'd have 4 tanks. The tanks would take take turns kicking undesirable players (enemy tanks) out of our mist/napalm. 3 tanks would keep HTL up if there was a ranged threat and 1 tank would be kicking. Once he is done kicking he goes back to HTL and another starts kicking. We'd rotate it. So yeah I'd agree tanks have so many other useful skills which these defensive groups utilize. But you assume they don't.
These defensive groups are built specifically around the magus/engineer and utilizing their strengths. There is no frontline or backline in these groups. There can be but you'd rift defensively if done so.
- peterthepan3
- Posts: 6509
Re: [Magus] Why so weak?
'if you stack enough fluff damage that fluff damage can't be ignored'
/sigh
That's why you see warbands with 3000 magi/engi padding dots and killing their enemies, right?
A mist magus:
* brings 2/3 aoe dots that can be cleansed (IB can't);
* mist - which can be dealt with easily by moving away from it;
* ????
some of the points you have made recently I agree with and think you have good suggestions, but I think you should stop with the theorycrafting stuff (especially when it pertains to a class that several people in this thread have played extensively) as we're yet to see actual results still =P
/sigh
That's why you see warbands with 3000 magi/engi padding dots and killing their enemies, right?
A mist magus:
* brings 2/3 aoe dots that can be cleansed (IB can't);
* mist - which can be dealt with easily by moving away from it;
* ????
some of the points you have made recently I agree with and think you have good suggestions, but I think you should stop with the theorycrafting stuff (especially when it pertains to a class that several people in this thread have played extensively) as we're yet to see actual results still =P

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- footpatrol2
- Posts: 1115
Re: [Magus] Why so weak?
So... I thought we cured this can't be dealt with easily thing? You stack your group in the mist. Mdps and tanks have to eat the mist if they want to do anything to you. You place the mist in important spots like I mentioned earlier. If you want to get the most of of engie's/magus's as a class build these defensive style type groups and stop participating in the kiting meta.
WP/DoK's have group cleanse. They are the counter to engie's/magus dots... Oh well. They have to constantly cleanse while you constantly place dots... Oh well.
I guess since your focus is on 6 man you see this as a big problem. My focus is on 2 6 man groups working together. Because of my perspective of scale I don't see the magus as bad at all.
I kinda feel like i'm trying to hand you 1000 dollars and you keep calling me stupid. But its 1000 dollars... People like money right? But every time I try and hand you 1000 dollars you keep saying i'm dumb. So I walk away confused and keep doing my thang. Maybe i'll try and hand you 1000 dollars later i guess. Maybe you'll keep calling me stupid...
Have you even tried what I'm talking about? I suspect not. I did this stuff for YEARS.
WP/DoK's have group cleanse. They are the counter to engie's/magus dots... Oh well. They have to constantly cleanse while you constantly place dots... Oh well.
I guess since your focus is on 6 man you see this as a big problem. My focus is on 2 6 man groups working together. Because of my perspective of scale I don't see the magus as bad at all.
I kinda feel like i'm trying to hand you 1000 dollars and you keep calling me stupid. But its 1000 dollars... People like money right? But every time I try and hand you 1000 dollars you keep saying i'm dumb. So I walk away confused and keep doing my thang. Maybe i'll try and hand you 1000 dollars later i guess. Maybe you'll keep calling me stupid...
Have you even tried what I'm talking about? I suspect not. I did this stuff for YEARS.
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- Posts: 629
Re: [Magus] Why so weak?
1. To the mist is fire and forget...I say...sidestep.footpatrol2 wrote:These groups do very well against melee trains. If you stack enough fluff damage that fluff damage can't be ignored. By itself mist/napalm is not that great but when you stack it with a ton of other fluff damage concentrated in one specific spot the damage becomes a real threat and its constant pressure. Its not about one ability. Its about the orchestration of many abilities that provide the constant pressure. Mist/Napalm is fire and forget. Its basically AP free damage...Tankbeardz wrote:Static game? That simply doesn't work vs any good melee train. I love magus, don't get me wrong, but if you just stand around and expect to win vs any group with half a brain...you are going to lose. Mist and Napalm are fluff damage and are great for initializing procs for the other team - I mean killing pugs is great and all but...
As for your hold the line argument...tanks aren't just hold the line bots...they have so many other useful skills. Just my 2 cents..
Did I say tanks were hold the line bots? No. Its a trick in your bag that you can do as a group if the situation calls for it. Your still switchin guards/switching oathfriends/rotating challenging shouts/contributing to defensive morale cycle/buffing yourself/buffing your groupmates/Body blocking/Provide controlled AE knockbacks to relieve pressure if our group was taking too much damage. We'd have 4 tanks. The tanks would take take turns kicking undesirable players (enemy tanks) out of our mist/napalm. 3 tanks would keep HTL up if there was a ranged threat and 1 tank would be kicking. Once he is done kicking he goes back to HTL and another starts kicking. We'd rotate it. So yeah I'd agree tanks have so many other useful skills which these defensive groups utilize. But you assume they don't.
These defensive groups are built specifically around the magus/engineer and utilizing their strengths. There is no frontline or backline in these groups. There can be but you'd rift defensively if done so.
2. If you need 4 tanks to run this group...then you aren't running a 6 man or your group isn't really killing anything but pugs, is it?. I didn't assume anything and I have lots of experience tanking.
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