This. Magus is a great solo roaming class, but it has never been a good class to bring to organised groups. It also performs well in unorganised PUG scenarios, but that’s about it, really.Mishas wrote: Sun Aug 09, 2026 5:29 pm Why every Magus thread keeps getting hijacked by the same whining again and again?
When, in the history of RoR, has a Magus posed a threat in a group content? N E V E R. No ST (Strong ST without access to Heal debuff? Really?), small AoE burst and no unique utility (maybe rifting on the rare ocassions where it was not bugged as it has more range than choppa's)
Magus is only strong due to its toolbox which makes him a quite good solo roam character, a nice addition for PvE parties and a nice to have utility provider for a WB but that is it. In group content, the toolbox is overshadowed by Chosen + Choppa combinations. I really would like those people complaining about maguses to post some videos or gameplay (other than solo roaming) where the magus is overperforming. I used to consider AoE dot pressure a good enough role for Magus but with the current disrupt/block rates, is more than ever fluf damage for the most part.
Do not get me wrong, its a fun class to play and it feels different RDPS playstyle over Sorc and SH.
Yes, Magus >> Engineer for the most part but that is a different issue tbd in a different thread if you want.
Regarding the topic of the thread:
Where did you notice the damage nerf? Which skills?
This patch did not change any of that, IMO. In fact, Havoc ST has been nerfed in some important ways.
Withering Souls now provides 5% less incoming damage reduction, and the duration of the DoT was also shortened by 5 seconds, if I remember correctly. This means it needs to be reapplied more often, increasing the AP cost of an already AP-starved class. This is especially problematic because of constantly resummoning a stationary pet that costs 55 AP.
Indigo Fire of Change (the beam) had an interesting use pre-patch: you could regain 120 AP if the target died during the channel. This AP effect has now been removed and replaced with a gimmicky low-damage add that roams around, breaking staggers and hitting SnB tanks. Would be cool if it had bigger impact, although i agree it would be hard to balance.
Indigo Fire of Change was also stealth-nerfed in another, more important way: it can no longer be channeled from start to finish with basically 0 AP. Pre-patch, the channel would continue even after you reached 0 AP.
Some things were buffed, most notably the 10 ft. increase in range while standing with the pink pet, as well as Withering Souls becoming undefendable.
Changes to single-target Havoc can be summarised as follows: worse AP management, lower damage potential, a slight increase in range, and an undefendable DoT.
Magus is still in the same position as it was pre-patch: overtuned in solo play and a good class for unorganised scenarios.
A more interesting approach would be to remove the 20% increased damage from standing close to the pet. This was only added as a band-aid for Magus/Engi towards the end of the live server because they were always worst dps choice for the entire length of liver servers.
To compensate, they could make summoning the pets instant and reduce the AP cost to 0 AP, without requiring a tactic. Why does the lowest-damage pet, which is stationary, cost the same amount of AP as other pet classes whose pets deal more damage and follow them around?
That change would lower Magus's burst damage, but make the class more mobile and prevent it from being forced to resummon its pet every few metres while completely AP-drained.



