Recent Topics

Ads

[Magus] Why would anyone play Magus over Sorc?

Discuss Chosen, Magus, Marauder, and Zealot.
Forum rules
Before posting in this forum, please read the Terms of Use.

Optional: Start your topic title with your class in brackets (e.g., [Shaman]). It helps others find your post faster.
Whitesands
Posts: 59

Re: [Magus] Why would anyone play Magus over Sorc?

Post#91 » Tue Jul 11, 2017 11:10 pm

Penril wrote:IIRC, BoC/Snipe were reverted to a 10s CD because no one was using FRF/Gunblast, which should be the staple skills for their respective trees. If I were you, I would look at those skills and define if they need a slight buff (maybe tooltip damage?). That's the reason why I asked some pages ago: what is wrong with FRF?

As to why they never returned to being a 10 points skill, I believe it was to avoid certain builds. Snipe should be a ST damage beast, therefore it shouldn't have accesss to, say, Magnet:

http://www.ror.builders/career/engineer ... 77,3662&t=

Or to Napalm Grenade:

http://www.ror.builders/career/engineer ... 72,3670&t=

These kind of builds should only be available at very high renown ranks (think of a Ether Dance/Whispering Winds SM, or a Tree' Hit Combo/Down Ye Go (on live where DYG was at 14 points) Black Orc).


TL;DR: Snipe/BoC should remain at 10s CD and at 14 points. If engi/magus lack power (I think they are fine tbh) look at Gunblast/FRF and make a case for a possible change/buff.
The difficulty with the above is the one who made the change of the cool down and mastery placement didn't make the above argument. The only justification for changing the mastery placement was because of the 5 second cool down. With the removal of that cool down, the original rationale vanishes. This is exactly why the intent was to return the abilities to their original mastery location.

As to what mastery options should be available: an ability that is on a 10 second cool down is less than threatening (all the more so when given the time required for the pet to build up to full damage potency). Having BoC and Snipe as options for the other mastery lines that clearly lack any kind of burst increases the classes overall viability. Increased viability is a good thing.
Magus: Daemonfire
Engi: Handcannon

Ads
User avatar
peterthepan3
Posts: 6509

Re: [Magus] Why would anyone play Magus over Sorc?

Post#92 » Tue Jul 11, 2017 11:39 pm

The classes are 'fine' for killing pugs/solo viability. They are fine in a warband setting. They are not fine/as good as other RDPS in a group setting (similar to the DPS WP in that they can function on a pug/solo level, yet require a heck of a lot of investment - for very little in exchange to reward said investment - to function in a group setting). This must be taken into account. All arguments about bringing back BoC's 5 sec cd have, thus far, stemmed from the latter pov, i.e. functioning as a RDPS in a group environment, as I am seeing the majority of people who are of this mindset are group players.

FRF hits like a wet noodle. Also, nearly every class/spec in the game has spammables that aren't used: Khaine SM's spammable is hardly ever used over the Hoeth equivalent; you rarely ever use Cleave Soul as a DOK as the healing component of TE is 10x better; White Lions barely ever spam their armor ignore, as there are better alternatives, etc. Semi-useless (or abilities that just don't really get used) abilities plagues all classes.

I just don't think it's worth overcomplicating something and deliberating for hours upon end when (for many) a solution is readily available. It's a shame but I can't think of many active Magi that are playing ST effectively, compared to the number of other RDPS - or even engineers (Transistor plays it well, don't think Rift is playing it much, there's probably others maybe). I am just looking forward to Torque's new ability list tbh (after the new WL/Squig abilities, not to mention the BG 2H kd, I am excited af)
Image

User avatar
neutrino
Posts: 187

Re: [Magus] Why would anyone play Magus over Sorc?

Post#93 » Wed Jul 12, 2017 12:46 am

Making the pet insta cast would help a lot. With the 40% damage boost you're closer to par with the other DPS classes.
Home of Warhammer Drow "Old School"!

User avatar
wargrimnir
Head Game Master
Posts: 8402
Contact:

Re: [Magus] Why would anyone play Magus over Sorc?

Post#94 » Wed Jul 12, 2017 12:53 am

I think one of the things floated was having pets on a shared cooldown, just another idea that would require client control to implement properly. We have plans for several tactics that are "required".
Image
[email protected] for exploits and cheaters.
grimnir.me Some old WAR blog

User avatar
peterthepan3
Posts: 6509

Re: [Magus] Why would anyone play Magus over Sorc?

Post#95 » Wed Jul 12, 2017 1:00 am

Dude it would be so awesome if Magus could actually spawn multitudes of daemons to attack the foe, tied to an ability like Bolt of Change/IFOC/MBF/whatever. WoW's Demonology Warlock has this via Hand of Gul'dan, which spawns a bunch of imps to attack. Or even the demo M4 being worth using/turned into a baseline ability on a long CD.

Moar demons!
Image

User avatar
Tesq
Posts: 5713

Re: [Magus] Why would anyone play Magus over Sorc?

Post#96 » Wed Jul 12, 2017 10:00 am

Glorian wrote:

Tesq wrote:want remind you all that the flamer ranger is like what 180 feet now? kind of a lot anyway you dont need to stay near pet all the time.
I dont get that. You mean range till the Turret/Deamon is destroyed? That is around 200 feet.
Range for Buff increase is 30 feet.
no i mena the range you can stay before you loose the stacks flamer turret/deamon have it 3 ranges

1-one in which you gain stack
2-one in which you dont either loose/gain
3-and another one in which you start loose stack

that's why im saying flamer build atm is in pretty good spot the only way to make flamer even better would be increase the range where you get new stack...

Flamer also still have the dmg increase to 40% it's just loose the range increase from the left mastery pet mind use guard you know since you have extra armor anyway you can stay more frontline; a melee spamable snare both st and aoe spiritual ista hit to bypass setback.
Image

User avatar
Glorian
Posts: 5004

Re: [Magus] Why would anyone play Magus over Sorc?

Post#97 » Wed Jul 12, 2017 10:06 am

My Turret Handbook says:

viewtopic.php?f=74&t=22034




EXPERIMENTAL: The Bombardment turret will now grant Improvised Upgrades stacks out to 40 feet, and hold them till 80 feet.

Forwe
Posts: 18

Re: [Magus] Why would anyone play Magus over Sorc?

Post#98 » Wed Jul 12, 2017 10:54 am

Glorian wrote:My Turret Handbook says:

viewtopic.php?f=74&t=22034




EXPERIMENTAL: The Bombardment turret will now grant Improvised Upgrades stacks out to 40 feet, and hold them till 80 feet.
Cap'n, while the radius is 80 feet, I think he has in mind that the diameter of the "circle of effect" that is centered on flamer has a 160 feet diameter; thus, if you were to start at one end of the circle and go towards the opposite point, you have 160feet worth of mobility(as rarely as such a situtation will happen tho :roll: )

Ads
User avatar
Glorian
Posts: 5004

Re: [Magus] Why would anyone play Magus over Sorc?

Post#99 » Wed Jul 12, 2017 11:04 am

Well would work if I can build the turret 80 feet in front of me.
Or ask the shaman if he would please run past my turret. :)

Penril
Posts: 4441

Re: [Magus] Why would anyone play Magus over Sorc?

Post#100 » Wed Jul 12, 2017 1:21 pm

You can kite 80 feet, or push for 80 feet without losing stacks. You can then keep your stacks up with Redeploy when moving to a new position. I think that's mobile enough, considering all the important fights revolve around flags, or RvR BOs/Keeps.

It would only be a problem in certain SCs like Talabec Dam/Phoenix Gate (running a bomb/flag) or anywhere else in RvR that is not a BO/keep. And I guess in a 6v6 as well.

Maybe an easier fix would be to lower the CD on Redeploy? Instead of tinkering around with new skills/mechanics. I'm not a purist (good changes are welcome) but I still think classes should be as close as possible to what they were on live (with a few exceptions of course on some broken skills).

Who is online

Users browsing this forum: Google Adsense [Bot] and 7 guests