ToXoS wrote:
No, that's not what I'm saying.
I mean that besides the dots, magus have nothing.
Rift is not a damaging ability, or that's what I'm talking about here. Rift is a very situational ability anyway, meaning that most of the time, you will not do anything useful for the group.
Dissolving mist isn't a danger for a half-decent wb. Come on, have you ever used this ability? Because everytime I used it, either the enemies don't stand on the spot, or they stand with any healer (generally a WP) and it's alright for them, the WP would be here anyway to heal the melee train. Don't even think of putting the DM near the squishies, you will not have the range for it. Again, a very situational ability, useless most of the time.
Of course on theory the magus sounds nice, but on the field it's a whole different story.
I don't know on which tier you're playing magus (or if you even play it) but in T4, it's literally hell. I remember on the other tiers it was more than acceptable, but in "end-game" it's awful.
Although I agree with you about the Rift ability, I totally disagree about your Dissolving Mist statement. It actually has a great impact in several situations (1v1, smallman, sc and BO/keep):
- 1v1 : most of your opponents are WL and WH, that means they will kd you sooner or later. For the WL you see them coming so be sure to get kd while laying in your DM. For WH you'll have to set up your comfort zone after their opening+kd, it's more difficult if you're not well stuffed but eh, each time you succeed it's even more a good feeling.
- Smallman : use the Mist as a safe zone, your gameplay is not only about kiting or long cast time stationary damage dealer, if you're dealing more damage than your opponents, you don't really need to kite, "kill or be killed" strategy, with instant pet summoning+aekd and your no-cd snare, you're able to crush a small melee train or at least discourage the weakest of the group to stay in the pack if they don't have more than 1 healer
- SC and BO : put your Mist on flags, no one will be able to tag for the next 30sec. Actually (unlike you said) the fight often stays in there in SC (I can't believe that I'm placing the DM on better spots than you tbh), so okay 1 wp will easily sustain your DM deal with group HoT and group heal, but he won't be able to sustain also your teammates damages for a long time, so think and use it to assist and put pressure on healers, with your spirit ae debuff it can do up to 900-1k with crit on last ticks.
Keep : pretty obvious with all enclosed spaces it provides.