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[SUGGESTION] Magus/Engi Changes for the interim...

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Cornerback
Posts: 246

Re: [SUGGESTION] Magus/Engi Changes for the interim...

Post#121 » Sun Jan 03, 2016 10:45 pm

Tesq wrote:exept 2 magus engi dots that matter are applied aoe which make em easier to re apply, even if 2 x group cleanse every 5 sec occur it's plenty of time to reapply 2 and dps.
why even reapply them then, when they do their first dmg tick after 3sec?
~~ Guild leader of Elements & Elementz ~~

Order: Grombrindal (IB), Gromsson (Engi), Dwaini (RP), Snobbi (Slayer), Khadgar (BW)

Destruction: Xeyron (Magus), Antyria (DoK), Antyrai (Witch Elf), Medigit (Smol Waaaghboss)

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Tesq
Posts: 5713

Re: [SUGGESTION] Magus/Engi Changes for the interim...

Post#122 » Sun Jan 03, 2016 11:39 pm

becouse magus/engi suppose to burst stackign dots, for this magus work better cos 1 of his dot also debuff the same damage of the aoe attack which mean with 2 path you can go full aoe dps while support sorc damages and also took pull,

which mean debuff 300 spiritual and have : 2 spiritual damage dot (cleanseable ) + 1 elemental damage dot( not cleanseable) + dissolving mist+ aoe istant spiritual attack that hit 9 ppl. All these ticks/direct istant aoe + this debuff + a 20% damage increase from pet it's enough to do damages, and it also increase sorc damages, debuffing aoe spiritual resistences. Or should as some ppl don't agree with me on magus damage output.
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Re: [SUGGESTION] Magus/Engi Changes for the interim...

Post#123 » Mon Jan 04, 2016 11:36 am

I get your point, but your aoe dots become worthless once an enemy grp has 1 grp-cleanse-spamming WP and a backup healer spamming grp heals. They'll just laugh about your fluff dmg.

They simply render my magus completely useless just by having a WP, without any real chance for me to do anything against this (well, except speccing havoc like it did on live, but that makes u a wannabe-sorc with some more utility :D)

And srsly, reapplying aoe-dots which start their first tick after 3 sec is not rly helping anyone. except the healers heal-stats.

I had more than enough fights against grps with and grps without WPs and i can assure you, there is a huge difference.
~~ Guild leader of Elements & Elementz ~~

Order: Grombrindal (IB), Gromsson (Engi), Dwaini (RP), Snobbi (Slayer), Khadgar (BW)

Destruction: Xeyron (Magus), Antyria (DoK), Antyrai (Witch Elf), Medigit (Smol Waaaghboss)

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Tesq
Posts: 5713

Re: [SUGGESTION] Magus/Engi Changes for the interim...

Post#124 » Mon Jan 04, 2016 1:32 pm

i get your point too but you seems to belive only magus dot get cleanse and you apply 2 dots in 3 sec when they cleanse 2 every 5 sec.
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peterthepan3
Posts: 6509

Re: [SUGGESTION] Magus/Engi Changes for the interim...

Post#125 » Mon Jan 04, 2016 2:11 pm

Tesq, what he is saying is that if your opposition consists of at LEAST one cleansebot, your damage will suffer exponentially.
Now, the reality of the situation is that you will come across several WPs in most scens/rvr environments - most of whom will be spec'd group cleanse. This will render most of your dots null and void, forcing you to either go rift or contend with SH/Sorc as a ST DPS.
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Bozzax
Posts: 2636

Re: [SUGGESTION] Magus/Engi Changes for the interim...

Post#126 » Mon Jan 04, 2016 2:19 pm

Bump!

EDIT: I know it is lame but I'm lazy as well
Long duration DoTs (9-20s) with long CDs (10+) in a group cleansing environment (1-2 grp cleanse every 5 seconds) are seriously lacking oomph. This IMO is the real problem with Magus/Engi (in a 6v6 env).

This is what I'd try first wo touching the damage/migration.

1. Remove/lower CDs for DoTs
2. Lower DoT durations

Test it and If it proves to be OP/bad revert back to original values or adjust damages a tad

Something like this ...

Engineer
Ability, CD, Duration
Acid Bomb 0 21
Fragmentation Grenade 0 9
Friction Burn 0 5
Incendiary Rounds 0 9
Phosphorous Shells 0 9
Signal Flare 5 9
Sticky Bomb 0 9

Magus
Ability, CD, Duration
Baleful Transmogrification 0 9
Glean Magic 0 20
Infernal Blast 0 5
Mutating Blue Fire 0 5
Pandemonium 0 9
Seed of Chaos 0 9
Withered Soul 5 9

I'd much rather see this Instead of making them carbon copies of BW/Sorc in order to keep the uniqueness of the classes.
Last edited by Bozzax on Mon Jan 04, 2016 3:48 pm, edited 1 time in total.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Renork
Posts: 1208

Re: [SUGGESTION] Magus/Engi Changes for the interim...

Post#127 » Mon Jan 04, 2016 3:33 pm

Nerf Magus :^), and no to "no cd on withering soul". I'm sure you can understand why if you played a magus. Also, if dot duration is decreased damage should also be decreased and also should not warrant an explanation from me.

Cornerback
Posts: 246

Re: [SUGGESTION] Magus/Engi Changes for the interim...

Post#128 » Mon Jan 04, 2016 3:33 pm

peterthepan3 wrote:Tesq, what he is saying is that if your opposition consists of at LEAST one cleansebot, your damage will suffer exponentially.
Now, the reality of the situation is that you will come across several WPs in most scens/rvr environments - most of whom will be spec'd group cleanse. This will render most of your dots null and void, forcing you to either go rift or contend with SH/Sorc as a ST DPS.
THIS. Thanks :)
~~ Guild leader of Elements & Elementz ~~

Order: Grombrindal (IB), Gromsson (Engi), Dwaini (RP), Snobbi (Slayer), Khadgar (BW)

Destruction: Xeyron (Magus), Antyria (DoK), Antyrai (Witch Elf), Medigit (Smol Waaaghboss)

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Bozzax
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Re: [SUGGESTION] Magus/Engi Changes for the interim...

Post#129 » Mon Jan 04, 2016 3:47 pm

Renork wrote:Nerf Magus :^), and no to "no cd on withering soul". I'm sure you can understand why if you played a magus. Also, if dot duration is decreased damage should also be decreased and also should not warrant an explanation from me.
Wasn't very clever of me to put it inside spoilers as most like yourself didn't bother to open it. I'll edit it away (the spoilers).

EDIT: Maybe damage becomes to much but IMO I'd rather test it first wo touching damages

EDIT2: Would be nice with a real nerf Magus / engi thread every once in a while
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Renork
Posts: 1208

Re: [SUGGESTION] Magus/Engi Changes for the interim...

Post#130 » Mon Jan 04, 2016 5:08 pm

Bozzax wrote:
Renork wrote:Nerf Magus :^), and no to "no cd on withering soul". I'm sure you can understand why if you played a magus. Also, if dot duration is decreased damage should also be decreased and also should not warrant an explanation from me.
Wasn't very clever of me to put it inside spoilers as most like yourself didn't bother to open it. I'll edit it away (the spoilers).

EDIT: Maybe damage becomes to much but IMO I'd rather test it first wo touching damages

EDIT2: Would be nice with a real nerf Magus / engi thread every once in a while

You don't need to test the obvious, so no.

Edit: DoT balance is terribly difficult to accomplish in this and almost every other game out there.

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