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[Magus] Why so weak?

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catholicism198
Posts: 1092

Re: [Magus] Why so weak?

Post#141 » Wed Aug 31, 2016 9:43 pm

Arteker616 wrote:
Spoiler:
footpatrol2 wrote:@arteker616

WP have the group cleanse by design to counter magus dots. If they didn't have it the magus would be OP.

This is also why the Dok has a group cleanse to counter engie's dots. Originally via morale 2 only.

Fight a couple magus/engineer players with no WP/DOk in your group/SC. See how well it goes for you.

The WP/Dok are designed to counter. Just like how WL naturally counters goblins. Your essentially bragging how WP counter magus's so easily... when they were designed to do that...

Your blessings that are hots can be stripped away via chosen's on single target shatter blessings. If your assisting a chosen your hots will be stripped away and turned into trash damage.

The 2 sec disarm is there to assist the front line. Not really to save the ass of the magus player although it can be used as such.

If you come within a certain distance a ST magus player can burn you down. If you stay out of his range he can't... Oh well...your talking about kiting meta crap which as stated doesn't do well in.

The magus offers a lot to the group. The magus is similar to the choppa or sorc in that it needs a group built around it to shine. In addition it doesn't shine in the kiting meta which your statements are all stated in the kiting meta.

The 6 man meta is SO incredibly small that it doesn't have room for the magus player in it besides rift. If you expand out of the 6 man meta there is plenty of room for magus players. Throughout the life of this game sc's have been around 12 man size predominantly if not 18 man size. In my opinion this is the size the game was balanced around.
1: u need to spec for grp cleanse .
2: dmg in magus dots is bad
3: asI noticed 90% of the tanks dont use shatter(minus kbs with tactic).
4: he can burn me how . his rotation is so small maw will drain his aps before he can finish me, lash aswell. the dmg of the pet is ridic compared to engi turret or other pets like sh or god save us wl pet .
5: can tell me what class dont shine when it has a dedicated support grp please?
lol. the pet IS garbage. Mine gets disrupted all the time.

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peterthepan3
Posts: 6509

Re: [Magus] Why so weak?

Post#142 » Wed Aug 31, 2016 10:51 pm

ToXoS wrote:Did you guys knew that on the concept magus was supposed to be able to cast while moving, because it is on a disc of Tzeentch? It would be great to make this happens!

Like, a new tactic (that would replace chaotic attunment, which should be a QoL thing automatically added to the class) that would sacrifice the pet mechanic (summoning, 20% damage buff) for this ability to cast while moving. This "hit and run" mode would only works for some skills, just for path of changing abilities for example.

What do you think of this idea?
No, no, no. While I appreciate the thought behind it, Magus is already starved for tactic slots as it is and sacrificing the 20% damage? No thanks! I'd rather be immobile yet semi-able to kill something.

SHs are supposed to be the mobile rdps while magi are the more stationary rdps (sorcerer somewhat inbetween). Problem is there needs to be more incentive to play a stationary rdps. You should become the primary target/most potent dude on the field! if you are allowed to stay stationary and get off hardcasts/dots etc.

ps. this is assuming we're adhering to this perception of magus = stationary rdps.
Last edited by peterthepan3 on Wed Aug 31, 2016 10:53 pm, edited 1 time in total.
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footpatrol2
Posts: 1093

Re: [Magus] Why so weak?

Post#143 » Wed Aug 31, 2016 10:52 pm

Arteker616 wrote: 1: u need to spec for grp cleanse .
2: dmg in magus dots is bad
3: asI noticed 90% of the tanks dont use shatter(minus kbs with tactic).
4: he can burn me how . his rotation is so small maw will drain his aps before he can finish me, lash aswell. the dmg of the pet is ridic compared to engi turret or other pets like sh or god save us wl pet .
5: can tell me what class dont shine when it has a dedicated support grp please?
1. What healing WP doesn't take the group cleanse tactic and slot it especially when he is facing a bunch of magus's? Again the group cleanse is designed to counter the magus dots like I stated before.
2. Magus dots are not bad. You missed my point.
3. shatter is extremely useful. Your essentially stripping buff's/heals from targets. If your shattering a Hot your basically doing the damage the hot would have healed plus the small damage down by shattering. I don't follow tanks around and see if they are using the shatter or not. I predominantly play tanks and constantly shatter. I assume this is the case with others. In my opinion shattering either blessings or enchantments is too good to pass up. Are you suggesting shattering is bad?
4. If you don't take into account proper Ap feeds into your group then thats the fault of the group not the class. Magus can AP feed himself/group and you can get AP feeds within your group also. You can build your group so the magus has endless AP feeds.
5. Yea i agree with this statment. The magus is a group based class. This is a group based pvp game. There are elements that you should combine to make a good group. I don't know why your commenting on that. We agree.

ToXoS
Posts: 671

Re: [Magus] Why so weak?

Post#144 » Thu Sep 01, 2016 12:09 am

peterthepan3 wrote:
ToXoS wrote:Did you guys knew that on the concept magus was supposed to be able to cast while moving, because it is on a disc of Tzeentch? It would be great to make this happens!

Like, a new tactic (that would replace chaotic attunment, which should be a QoL thing automatically added to the class) that would sacrifice the pet mechanic (summoning, 20% damage buff) for this ability to cast while moving. This "hit and run" mode would only works for some skills, just for path of changing abilities for example.

What do you think of this idea?
No, no, no. While I appreciate the thought behind it, Magus is already starved for tactic slots as it is and sacrificing the 20% damage? No thanks! I'd rather be immobile yet semi-able to kill something.

SHs are supposed to be the mobile rdps while magi are the more stationary rdps (sorcerer somewhat inbetween). Problem is there needs to be more incentive to play a stationary rdps. You should become the primary target/most potent dude on the field! if you are allowed to stay stationary and get off hardcasts/dots etc.

ps. this is assuming we're adhering to this perception of magus = stationary rdps.

Well, IF like you said the magus should be "the most potent dude on the field", I guess it should be far more potent than sorceress. How do you think this goal can be achieved?
Yes, I'm adhering to this perception. Sacrificing our mobility for power? That's what this class was supposed to be all about.
Sadly, it's not.
My idea was just an idea, that's all. I guess I'm desperate...
I know, I'm probably the most salty magus you've ever seen, but I love EVERYTHING about this class (the lore, how it looks, the spells), except the fact that it's weak while it should be a damn freak.

Rapture
Posts: 114

Re: [Magus] Why so weak?

Post#145 » Thu Sep 01, 2016 1:01 am

Arteker616 wrote:
drmordread wrote:Considering that the magus / engi are the ultimate aoe group support class, I have one question. Are people expecting them to be viable in a purely solo situation? Because while you can get some success solo, the class is built for group play.
And I have seen both engis and magus rule a battle.
Which leads me to a second question;
If both the Magus and Engi can dominate a battle why are people still calling them a weak class?

So I rolled a Magus and an Engi. Granted, the engi is only in t3 and the magus still in t2 (I just really hate playing with destro... the constant whining of being underpowered has really gotten me sick), but....

Both toons have a spammable aoe dot that cause a lot of damage. Can it be cleansed? Sure it can, but if you are spamming it, who cares??

I see an enemy group coming I aoe dot the closest, shift tab and aoe dot the next and then a third. Rinse and repeat. AND because I can spam and move at the same time I stay at a safe distance. Mix in a few incendiary rounds, mines, and concussion and other grenades, and decimate entire war bands. And I have seen magus do the same to order warbands. (it is where I got the idea)

So.... are you trying to solo gank on a magus as if it was a WE? Are you trying to cause over 100k damage in an SC like a sorc? If so, you are playing the magus the wrong way. You don't need a buff, you need to change your game style and use the toon as it was meant to be used. AoE massive spammable damage to compliment the DoT damage of the Sorc, the burst damage of the mdps and ranged damage of your rdps.
honestly as usual u clearly live in another universe.

Magus is a complete joke . i can cleanse their dots ew even i realy dont need since most times my grp hots > magus dots +mist .
they are mega static making it very very very easy to kill in ranged duels since their rotation is just slow as hell and most time rely in pet to apply his debuff .

his disarm is 2 secs cast . if im close with a mdps i will gut him all what he can try is to spam maw and lash and ib considering i disuprt most of these and than he runs outta ap not even a threat .

bolt of change is 3 secs with recast again not real danger in my ranged duels with him .


support magus wreck raids? only thing a magus can do is try to rift people in a very very dedicated party .

Magus doesnt offer nothing else to grp.

engi offer more dps better debuffs and heals in form of the keg , while he has same limitations with turrets atleats he can do soemthing.

magus is nowdays the ginger stepchild of destru

ROFLMAO! This is so true.

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peterthepan3
Posts: 6509

Re: [Magus] Why so weak?

Post#146 » Thu Sep 01, 2016 1:58 am

ToXoS wrote:
peterthepan3 wrote:
ToXoS wrote:Did you guys knew that on the concept magus was supposed to be able to cast while moving, because it is on a disc of Tzeentch? It would be great to make this happens!

Like, a new tactic (that would replace chaotic attunment, which should be a QoL thing automatically added to the class) that would sacrifice the pet mechanic (summoning, 20% damage buff) for this ability to cast while moving. This "hit and run" mode would only works for some skills, just for path of changing abilities for example.

What do you think of this idea?
No, no, no. While I appreciate the thought behind it, Magus is already starved for tactic slots as it is and sacrificing the 20% damage? No thanks! I'd rather be immobile yet semi-able to kill something.

SHs are supposed to be the mobile rdps while magi are the more stationary rdps (sorcerer somewhat inbetween). Problem is there needs to be more incentive to play a stationary rdps. You should become the primary target/most potent dude on the field! if you are allowed to stay stationary and get off hardcasts/dots etc.

ps. this is assuming we're adhering to this perception of magus = stationary rdps.

Well, IF like you said the magus should be "the most potent dude on the field", I guess it should be far more potent than sorceress. How do you think this goal can be achieved?
Yes, I'm adhering to this perception. Sacrificing our mobility for power? That's what this class was supposed to be all about.
Sadly, it's not.
My idea was just an idea, that's all. I guess I'm desperate...
I know, I'm probably the most salty magus you've ever seen, but I love EVERYTHING about this class (the lore, how it looks, the spells), except the fact that it's weak while it should be a damn freak.

Therein lies the problem, my friend. The sorcerer is already the huge nuke RDPS, the squig is the mobile debuff RDPS, and so (I believe) the magus ought to be the DoT-orientated utility RDPS (think of affli lock/SPriest). Given the class is an RDPS by archetype and can do no other, e.g. AMs CAN heal, tanks CAN tank while using dots, RPs CAN heal while using dots, the Magus/engi dots ought to be significantly stronger/have some sort of mechanic in place to ensure that they can take a spot as a RDPS - just as a SW or a SH can. I'm semi-intoxicated atm so I am most likely not expressing this properly, but suffice it to say that, come the balance forums, a lot of this will be elaborated on.

food4thought imo.

also as an aside: well geared/spec'd magus should only lose to a DPS AM/RP (if exceptionally played) at this current tier. MDPS/Tanks aren't really an issue (volgo+gummy aside)
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ToXoS
Posts: 671

Re: [Magus] Why so weak?

Post#147 » Thu Sep 01, 2016 3:18 am

Semi-intoxicated? What do you mean? Hope you're alright.
To make the magus the beast it should be, and to motivate people to try a stationary RDPS, maybe buffing the pet damage buff to 100% is an option. But this buff would be activated only if the magus doesn't move. If it moves, the buff would be the normal 20% damage.
If the base damage is doubled, crits would be crazy too.
Pretty sure this option would make the magus a class to not mess with.
What do you think?

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footpatrol2
Posts: 1093

Re: [Magus] Why so weak?

Post#148 » Thu Sep 01, 2016 4:31 am

I like that suggestion. I think it would be nice only after you achieved the 20% damage boost as a capper. So pet would only get the boost if the magus has 20% damage boost and resets if he moves.

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Neflak
Posts: 59

Re: [Magus] Why so weak?

Post#149 » Thu Sep 01, 2016 8:17 am

Saw a magus or two crushing SCs tonight, but I was solo queing and destro had significant levels+magus was in premade :p

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peterthepan3
Posts: 6509

Re: [Magus] Why so weak?

Post#150 » Thu Sep 01, 2016 2:55 pm

Pet needs to do more damage period tbh. Compared to squigs and lions, the demons do very little damage - and they're stationary! Someone had a pretty cool idea about having the pets mirror the caster's abilities, e.g. a Havoc magus using pink horror can activate a CD that will allow the pet to use its own version of the caster's abilities (Surging Violet Fire, Bolt of Change - whatever), or a Changing magus could use its respective demon to spam more glean magics/pandemoniums/seeds of chaos. Naturally these abilities would be weaker than the caster versions.

Perhaps a prerequisite would be - as footpatrol said above - the 20% damage buff before these 'abilities'/CD would unlock. Something about seeing a magus and his demon both channeling indigo fire or bolts from the nether gets me wet.

Could be cool. I believe WoW had a similar mechanic in place for locks during mop/wod (could've been the caster taking pet abilities or something, i forgot)
Last edited by peterthepan3 on Thu Sep 01, 2016 3:04 pm, edited 1 time in total.
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