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

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Renork
Posts: 1208

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

Post#71 » Fri Dec 25, 2015 1:44 pm

peterthepan3 wrote:Range is perfect... the issue is cleanse/long dot durations/no role.

Not sure why people keep bringing range up. Really, want 100ft? Go play a sorc for now or wait until t4 and combine hav with change. The class doesn't need range to be fixed.

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Coryphaus
Posts: 2230

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

Post#72 » Fri Dec 25, 2015 2:49 pm

So 2 questions

How does the, as renork the magus change come 40?


Secondly you say magus has no role, in a perfect scenario what do you want magus'a role to become?
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Renork
Posts: 1208

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

Post#73 » Fri Dec 25, 2015 3:58 pm

Coryphaus wrote:So 2 questions

How does the, as renork the magus change come 40?


Secondly you say magus has no role, in a perfect scenario what do you want magus'a role to become?

Both questions are subjective and based on experience.

I would have liked the class to behave as a debuff/interrupt/secondary dps. Sort of like a cabalist/enchant/sm (cabbie debuffs for sorc, chanter debuffs for ment and eld, sm debuffs spirit for bd's/runnies). They still had very good dps and were an excellent addition to any group (esp. cabbies), but were not considered main dps. I never understood why silence was removed from magi prior to release, it's like they had a entire different concept.


As far as t4, *dot* magus does not exist. You will either rift and do respectable pbaoe damage or you will be havoc/change and function as a sorc without the DM mechanic. This doesn't mean the damage is shitty though, it just means you don't replace a sorc.

So in the end, the role goes back to being a rift bot. You can still burst people down (assuming they are not paying attention to you, as most people ignored magi on live).

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SilverWF
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Posts: 606

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

Post#74 » Fri Dec 25, 2015 6:14 pm

So, you are comparing Magus and Sorc damage now? Lol?
The only profit from Magus/Engi is wide spread area of DOTs, but by themselves that DOTs are weak!

The only role of Magus/Engi is provide midpower area pressure. And for magus it will be sustain damage only, while Engi can made an AOE spikes - obviously, with M2

Engi, also, can be a good 2nd role healer. 300-350 HOT ticks without ANY willpower specced - what you will say about that?
Stack 5 Engis and get GODMODE area
What Magus can bring as an answer to Engi's M2 and keg? Let me answer for you: nothing.

So, Engi let stay as it is, but only Maguses 2nd tree must be increased to 80ft in base.
Bretin: "destru classes are in general better for solo play" :lol:
A lot of addons here | Just a few T3 vids from live game | Remove IP-blocking at forum!

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Renork
Posts: 1208

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

Post#75 » Fri Dec 25, 2015 6:27 pm

SilverWF wrote:So, you are comparing Magus and Sorc damage now? Lol?
The only profit from Magus/Engi is wide spread area of DOTs, but by themselves that DOTs are weak!

The only role of Magus/Engi is provide midpower area pressure. And for magus it will be sustain damage only, while Engi can made an AOE spikes - obviously, with M2

Engi, also, can be a good 2nd role healer. 300-350 HOT ticks without ANY willpower specced - what you will say about that?
Stack 5 Engis and get GODMODE area
What Magus can bring as an answer to Engi's M2 and keg? Let me answer for you: nothing.

So, Engi let stay as it is, but only Maguses 2nd tree must be increased to 80ft in base.
Oh jesus please just stop talking. Every single one of your posts (not just this one in particular) are so idiotic beyond belief. If the devs are not wasting time listening to you, what makes you think I will? Go create your own game instead of trying to overhaul this one to your liking.

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SilverWF
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Posts: 606

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

Post#76 » Fri Dec 25, 2015 6:29 pm

Renork wrote:
SilverWF wrote:So, you are comparing Magus and Sorc damage now? Lol?
The only profit from Magus/Engi is wide spread area of DOTs, but by themselves that DOTs are weak!

The only role of Magus/Engi is provide midpower area pressure. And for magus it will be sustain damage only, while Engi can made an AOE spikes - obviously, with M2

Engi, also, can be a good 2nd role healer. 300-350 HOT ticks without ANY willpower specced - what you will say about that?
Stack 5 Engis and get GODMODE area
What Magus can bring as an answer to Engi's M2 and keg? Let me answer for you: nothing.

So, Engi let stay as it is, but only Maguses 2nd tree must be increased to 80ft in base.
Oh jesus please just stop talking. Every single one of your posts (not just this one in particular) are so idiotic beyond belief. If the devs are not wasting time listening to you, what makes you think I will? Go create your own game instead of trying to overhaul this one to your liking.
No arguments, only trying to isult :lol:
I know, that you are didn't know anything about this game and all you have is only butthurt after I ruin your dreams :lol:
Bretin: "destru classes are in general better for solo play" :lol:
A lot of addons here | Just a few T3 vids from live game | Remove IP-blocking at forum!

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peterthepan3
Posts: 6509

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

Post#77 » Fri Dec 25, 2015 6:31 pm

^ Agreed with Renork.

You -DO- realise you get a tactic that increases your Changing abilities' range by 25% or so, right? Why are you petitioning for range when that will have NO bearing whatsoever on EITHER of these classes.
Do you even play a Magus? Do you know how inherently weak it is compared to other classes? Have any of our complaints pertained to the range of Magi abilities? No.

Please stop. Engi and Magus have exactly the same range, so I don't know what you're getting at.

Btw any group bringing an engineer as a secondary healer does not deserve mentioning.

Renork is a good player of the Magus, actually - unlike you, I'm sure!
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SilverWF
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Posts: 606

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

Post#78 » Fri Dec 25, 2015 6:37 pm

peterthepan3 wrote:Renork is a good player of the Magus, actually - unlike you, I'm sure!
I didn't said I'm best, I always said I'm just a bit better than mids
If you read my previous posts you will know, that I know about this tactic and also asked to stay it in the same state as it is now.
But obviously you didnt, but decided to made a conclusions about me that based even not on my posts. Pathetic.
Bretin: "destru classes are in general better for solo play" :lol:
A lot of addons here | Just a few T3 vids from live game | Remove IP-blocking at forum!

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peterthepan3
Posts: 6509

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

Post#79 » Fri Dec 25, 2015 6:39 pm

Tell me, please, how increasing the range of Changing abilities - which include Rend Wends, Indigo Fire, and the 2 AOE dots - will improve the Magus class and help it perform optimally? Bearing in mind that they are: a) not supposed to be long-range like Havoc in this spec; b) have a tactic to bring the base range to like 80/85ft+.
Last edited by peterthepan3 on Fri Dec 25, 2015 6:40 pm, edited 1 time in total.
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SilverWF
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Re: [SUGGESTION] Magus/Engi Changes for the interim...

Post#80 » Fri Dec 25, 2015 6:39 pm

peterthepan3 wrote:Tell me, please, how increasing the range of Changing abilities - which include Rend Wends, Indigo Fire, and the 2 AOE dots - will improve the Magus class and help it perform optimally?
Please tell me, do you able to read or not?
Bretin: "destru classes are in general better for solo play" :lol:
A lot of addons here | Just a few T3 vids from live game | Remove IP-blocking at forum!

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