
Magus' Rend Winds ability - How did it work on live?
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Re: Magus' Rend Winds ability - How did it work on live?
Thanks. Correct decision.
Dying is no option.
Re: Magus' Rend Winds ability - How did it work on live?
Bad decision. I think people are sore about getting kited by engines and magus. They just want an easy kill so there you go guys.
Vagreena Auntie Dangercat
Porkstar Hamcat Coolwave
Porkstar Hamcat Coolwave
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Penril wrote:So you are saying that a class you never touched is OP?
Go play it before posting about it pal...
Re: Magus' Rend Winds ability - How did it work on live?
It's no secret that WAR devs were trying to find ways to "fix" magus and engie. I believe a heavily favored option was turrets cast-able on the move (not just the summon which isn't even reliable in RoR). It may have even been on the PTS if I recall correctly. I did see a few good engies and magus here and there but it was necessary that they were heavily supported. I think having a relatively low dmg ability 1s on the move is essential for a ranged class. Run and Shoot on the SH?
Vagreena Auntie Dangercat
Porkstar Hamcat Coolwave
Porkstar Hamcat Coolwave
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Penril wrote:So you are saying that a class you never touched is OP?
Go play it before posting about it pal...
- magter3001
- Posts: 1284
Re: Magus' Rend Winds ability - How did it work on live?
Well I play a Magus right now, never played on the live servers but as much as I love that RW is castable on the move, we should wait until T4 to make any change to it. SH run and shoot is a little different because the class is different. Not to mention run and shoot is a physical dealing ability that is rendered useless against high armored folks like there were in T4. RW does spiritual damage which if used with Glean Magic, an instant cast ability, can do some good damage while on the move. SH need to stand still for 1.5s to use their armor debuff as a kiting class to get a similar benefit.porkstar wrote:It's no secret that WAR devs were trying to find ways to "fix" magus and engie. I believe a heavily favored option was turrets cast-able on the move (not just the summon which isn't even reliable in RoR). It may have even been on the PTS if I recall correctly. I did see a few good engies and magus here and there but it was necessary that they were heavily supported. I think having a relatively low dmg ability 1s on the move is essential for a ranged class. Run and Shoot on the SH?
You can see that earlier on in the thread I wanted to keep RW as it is right now as well but I understand the reason to changing it to a stationary ability. Changing an ability now in T1 could prove detrimental in T4.

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Grelin of Magnus/Badlands
Grelin of Magnus/Badlands

Re: Magus' Rend Winds ability - How did it work on live?
Magus and Engi can summon their pets on the move, when using the right tactic, so where is your point?
RW is no weak spell, when you look on its cast time and the not existing cooldown.
RW is no weak spell, when you look on its cast time and the not existing cooldown.
Dying is no option.
- Kaitanaroyr
- Posts: 484
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Re: Magus' Rend Winds ability - How did it work on live?
that tactic is way later in the game only thing the pets got used for was a 20% buff and some debuffs their dps was terrible endgameSulorie wrote:Magus and Engi can summon their pets on the move, when using the right tactic, so where is your point?
RW is no weak spell, when you look on its cast time and the not existing cooldown.

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Re: Magus' Rend Winds ability - How did it work on live?
Yes, rank 31 and I would not mind to bring it earlier.Kaitanaroyr wrote:that tactic is way later in the game only thing the pets got used for was a 20% buff and some debuffs their dps was terrible endgameSulorie wrote:Magus and Engi can summon their pets on the move, when using the right tactic, so where is your point?
RW is no weak spell, when you look on its cast time and the not existing cooldown.
Uhm, a vital ele resist debuff, knockdown and damage buff alone are good reasons to bring a pet. The Magus has enough dps, without needing a personal healer.
Pets in general do minor damage, it's just an addition to the damage of it's owner, not a threat by themselves.
Dying is no option.
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Re: Magus' Rend Winds ability - How did it work on live?
The change has nothing to do with the class' balance and everything to do with broadly preserving the state of the classes until T4, btw.porkstar wrote:Bad decision. I think people are sore about getting kited by engines and magus. They just want an easy kill so there you go guys.
- jonathanmurphy3
- Posts: 266
Re: Magus' Rend Winds ability - How did it work on live?
As much as I enjoyed using a castable RW, truth of the matter is that on live it wasn't the case.
SH/SW are the mobile RDPS: able to cast on the move, move around quickly.
Magus/Engi are -supposed- to be tied to their pets to do the maximum amount of DPS they can, i.e. stationary DPS. Staggers and rift allow you to bring your opponents to you!
SH/SW are the mobile RDPS: able to cast on the move, move around quickly.
Magus/Engi are -supposed- to be tied to their pets to do the maximum amount of DPS they can, i.e. stationary DPS. Staggers and rift allow you to bring your opponents to you!
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