Unfortunately, you're wrong on quite a few points.Farrul wrote: Sun Aug 09, 2026 3:38 pmSure this one easy. The context in which Magi is broken is the singletarget DPS ratio to how well it can survive, if it squisher it would be alright ( like the ST Engineer).chook06 wrote: Sun Aug 09, 2026 2:21 pmSimply saying that Magus is "overpowered" without specifying the spec, the context, and the conditions required to achieve those results doesn't really add much to the discussion.
Yes, single-target is strong, nobody is denying that. But that spec suffered from one major issue: lack of mobility. In team play, having 2-second casts is a real constraint. Fights evolve extremely quickly: the target or situation you chose at the beginning of the cast may no longer be the right one two seconds later.
And more importantly, Magus doesn't deliver its big damage instantly. It relies on a relatively long sequence, with damage that has to be built up over time. Yes, it can hit very hard, but there are several constraints involved in actually reaching those numbers. Looking only at the final damage number without considering how it was produced gives a very incomplete picture of reality. And that's without even mentioning pet management... Anyway.
It can literally blow players away in seconds from 110ft range, whilst having too much survivability for these damage capabilities.
First take a look at the magis tools, top tier CC, aoe KD, snares etc. Very strong self-buffs ( 800 armor, 300+ all resistances). Magic based itemization meaning it doesn't build any Weapon Skill and this is PRECISELY WHY the mirror class, the Engineer is balanced, since it's a fragile glass-cannon if it ever whish to have Magi levels of DPS.
Even if Magi goes glass-cannon stacking around 58-59% crit chance, it will have around 2,9-3k armor in BIS, easily 10-11k wounds with the activation of 1 button (Aegies of orange flames). A pet which applies strong debuffs etc.
As for your final point, this isn't true. Magi rotation doesn't take long at all and it can literally kill players before you even reach to its feet, you don't even need a full rotation to kill stuff since they melt already from the dots and the 370 debuff the pet applies( which the Magi doesn't even use a GCD to apply).
Hence they are roaming abominations with this patch notes, just a different version of the ''Def WE'' it replaced. (Yes i know DPS Runepriests are OP before any destro starts the QQ, but that is a separate topic).
I'm playing in BiS gear, and I actually have both possible BiS setups for maximizing damage. In PBAoE, you don't get much higher than around 43% crit. So we're nowhere near the 58% mentioned.
It seems like you're approaching this from a solo perspective, or perhaps you're including the tactic that gives +15% crit for the ranged tree. If that's the case, nothing has really changed compared to what was already possible before the patch, so it's not particularly relevant when evaluating the current changes.
Regarding the DoTs you mention before even reaching the Magus: in group play, they're easily compensated for by healers through HoTs and absorbs. Those DoTs are primarily setup tools used to feed the Spirit damage engine, nothing more. Their individual ticks are very low compared to other abilities.
So we're back to the same issue: fluff damage. It makes the numbers on the scoreboard/parser look impressive, but that doesn't necessarily mean the damage is actually having a meaningful impact on the fight.
Another important point: against fully geared and optimized groups, you simply cannot build a Magus that is both highly durable and capable of dealing serious damage.
You have to make a choice.
Either you build for survivability, in which case your DPS hits like a wet noodle, or you actually optimize for damage, in which case you inevitably become much more fragile.
Yes, Aegis is nice, but don't forget that it can be dispelled. The same applies to the armor buff, the DoTs, and several of the tools the Magus relies on.
So, looking at individual abilities or raw numbers without considering the required build, the defensive sacrifices, dispels, enemy healing, and above all the group-play context gives a very distorted picture of the class's actual power.



