Magus range is bugged :/
I think the recent patch killed the mechanic
The Magus/engi buff
Re: The Magus/engi buff
Last edited by ToXoS on Mon Oct 10, 2016 9:04 pm, edited 1 time in total.
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Re: The Magus/engi buff
Works for me?ToXoS wrote:Magus range is bugged :/
I think the recent patch kill the mechanic
Re: The Magus/engi buff
The only problem with Magus/Engi range I have is on certain skills, like Land Mine and Napalm. If you activate it out of the max range, nothing happens (as expected) but the skill still goes on CD.
It... sucks
It... sucks

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Re: The Magus/engi buff
Because I never played a Magus in t4, what abilities, tactics, and morales does the magus have that the engi does not?
I ask because as we know Mythic gave something special to everyone. Granted if it is not in the cookie cutter spec most people will not use it. But if the engi has a heal turret, what does the magus have that the engi does not? And will that something be OP once the engi heal barrel is gone?
I ask because as we know Mythic gave something special to everyone. Granted if it is not in the cookie cutter spec most people will not use it. But if the engi has a heal turret, what does the magus have that the engi does not? And will that something be OP once the engi heal barrel is gone?

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Re: The Magus/engi buff
Penril wrote:https://www.youtube.com/watch?v=2iH48vYm-8gHalhammer wrote:Just the one destroyed, although I'm not 100% sure about self-destruct. Might've been all turrets in that case.All turrets or just the one that was destroyed?
At around 1:30 he fights a SH and uses Self-destruct. No CD on his turrets.
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Re: The Magus/engi buff
Magus has a significantly large wounds buff that lasts for 30 seconds, and also has a chance to damage anyone who hits you during this time for damage.drmordread wrote:Because I never played a Magus in t4, what abilities, tactics, and morales does the magus have that the engi does not?
I ask because as we know Mythic gave something special to everyone. Granted if it is not in the cookie cutter spec most people will not use it. But if the engi has a heal turret, what does the magus have that the engi does not? And will that something be OP once the engi heal barrel is gone?
Barrel doesn't need to go. It's very, very niche and has specific uses. People need to stop whining.
Magus has a 50% crit damage tactic on certain abilities, M3 stagger, M1 snare, a channeled ability that is similar to Archmage's Searing Touch (that restores a lot of AP if the target is killed during it), a toughness buff (basically Rugged), 2 +15% crit tactics, and a channeled long-range AOE ability (similar to Pit of Shades).

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Re: The Magus/engi buff
drmordread wrote:Because I never played a Magus in t4, what abilities, tactics, and morales does the magus have that the engi does not?
I ask because as we know Mythic gave something special to everyone. Granted if it is not in the cookie cutter spec most people will not use it. But if the engi has a heal turret, what does the magus have that the engi does not? And will that something be OP once the engi heal barrel is gone?
Magus has a self wounds buff, Ageis Of orange Flame - [insta cast] with thorn component [25% proc rate] at 1 min CD with 20s duration, in place of a Keg.
Those 2 crit tac are tied to specific trees. What is more engi has it own equivalent tied to the turret - Tracer rounds - +15 % crit while near your turret, not tree specificpeterthepan3 wrote: 2 +15% crit tactics, and a channeled long-range AOE ability (similar to Pit of Shades).
Magus Can also make their equivalent of gun blast and hipshot hit 1 additional target in 15 ft radius in place of engi tac which gives a small KB on hipshot. As well as heal themself for 50% dmg done by the hipshot mirror via another tac
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Re: The Magus/engi buff
Actually that is nothing new. Happenend also in the past with less Range.Penril wrote:The only problem with Magus/Engi range I have is on certain skills, like Land Mine and Napalm. If you activate it out of the max range, nothing happens (as expected) but the skill still goes on CD.
It... sucks
@Keg:
And I don't know why the Keg is on the table here? The Keg is in since almost half a year and never was more than a heal addition to the engineer. Sure I could spec it with Wisdom and get it to 470 health per tic. But then I'm a full Willpower Engineer who can hardly do anything else.
So a normal Keg does 5 times every 3 secs 300 Health on heal. Which something like 1500 in 15 secs. Also it is not an instacast but takes two secs. Magus has 1500 health as an instacast and enemies get hit by 240 damage with 20% chance. Which is more or less a green potion that can be activated each minute.
Also going Tinkerer for the Keg actually reduces his Range Bonus you get from the Experimental Buff. Tinkerer doesnt benefit from the Range Buff as most Tinkerer abilities are still tied to their original radius.
An engineer with full Rifle Tree would be far mor damage outputty on the new Range buff than a Keg one.
Last edited by Glorian on Mon Oct 10, 2016 11:29 pm, edited 2 times in total.

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Re: The Magus/engi buff
The only real problem I have with engie compared to magus is the pet.
Particularly the fact that the gun turret is a thousand times better than the pink horror.
The gun turret has a 2 secs cast armor debuff while the pink horror has a 3 secs cast elemental debuff.
But that's not the worse thing about it.
It's the fact that the gun turret has:
A nice channeled burst.
A lot more attack speed than the pink horror.
I'm not even sure that the auto attacks of the horror are elemental or physical damage lol.
Particularly the fact that the gun turret is a thousand times better than the pink horror.
The gun turret has a 2 secs cast armor debuff while the pink horror has a 3 secs cast elemental debuff.
But that's not the worse thing about it.
It's the fact that the gun turret has:
A nice channeled burst.
A lot more attack speed than the pink horror.
I'm not even sure that the auto attacks of the horror are elemental or physical damage lol.
Re: The Magus/engi buff
Also, some feedback about the recent patch:
The fact that the classes loose 4 buff stacks when the pet is killed or re-cast is really restrictive.
That's good.
Now you have to watch out ten times more the state of your stacks and your pet.
The classes have lost their little mobility once again.
The fact that the classes loose 4 buff stacks when the pet is killed or re-cast is really restrictive.
That's good.
Now you have to watch out ten times more the state of your stacks and your pet.
The classes have lost their little mobility once again.
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