The purpose of my post is to hear other magus opinions.
I don't really rift anymore and don't feel the ability really shines on its own in the current magus mechanics. The whole distance adjustments between pet types, damage types, abilities, and how long it takes to build your damage should have better synergy. The blue pet appears to be more of a close quarter pet centered on rifting and widen damage, yet it cuts the range on everything and so you literally in the mid of the action hanging like a pinata the whole time. The change while a fix I feel was for something not really even used/abused/realized in the current format because the overall build is not very effective. AOE damage rift spec seems to suck and now even if you could pull more people into a ring its not like it use to be. It will be interesting how effective rift will even been now that it can be disrupted. An argument one can pose is that the engi didn't have the same capability. The engi has abilities the magus doesn't have specifically the healing keg is still a contributing factor where I witness 50k heal contributions in scens. While magus can give out AP I'd take healing aoe any day.
The flamer has best damage buff mechanic that would benefit all pet types allowing the magus a bit more maneuverability which would definitely benefit position builds like rifting. Rifting is a time sensitive ability and mechanics with pet management are inhibitors. Magus needs the 40% damage increase or a bit more maneuverability added to continue to be threating.
I'd like to hear others opinions.
Neut
Magus thoughts on rift fixes and mechanics
Magus thoughts on rift fixes and mechanics
Last edited by neutrino on Sat Aug 26, 2017 6:48 pm, edited 1 time in total.
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Re: Magus thoughts on rift fixes and mechanics
well that rift issue was a bug so that is not discussed.
Re: Magus thoughts on rift fixes and mechanics
Thank you for the comments. This was more of a post related to overall magus opinion and not specifically the change. The change, as part of the bigger picture, while a bug I don't think biased game play. If it was working in that fashion it probably would be marginally helping the magus but not a flaw that was being exploited. In other words the bug if if added back as an enhancement would have been welcomed without major ill effect.
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Re: Magus thoughts on rift fixes and mechanics
Engies would also like to rift from keep third floor uninterupted. 
*personal opinion. May contain sarcasm.
*personal opinion. May contain sarcasm.
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Re: Magus thoughts on rift fixes and mechanics
I stopped playing my Magus a while ago.. and a rift Magus even longer*- I got tired of it being "blocked" and "dodged" all the time while the Electromagnet worked every single time. It was such a joke.
The Blue Horror buff/debuff is really only useful in close quarter SCs, other than that the range debuff is too severe to be worth the bonus. It's not like the Magus is great at dishing out AE damage anyways.
The Flamer does provide a nice buff to the Magus' dot mastery, but the mastery, as a whole, is still under performing. The only real advantage that the Flamer daemon has over the others is that you don't lose stacks if you aren't hovering directly over it....but that can be fixed by reducing the CD on Resummon.
...and you can't completely forget about the Path of Havoc as that mastery is not without its faults...one of them being Tzeentch's Firestorm...as it is now, that ability has no place in a single target mastery....it would be better as a toned down version of Focus Fire with a minor splash effect.
Now this isn't as serious but it's something that bugs me...the damage type that Daemonic Infestation deals- instead of dealing spiritual damage, like Instability, it deals physical damage, like an Engineer's Land Mine...it was clearly an oversight by the original devs.
*I am currently playing a Sacrifice DoK- yet another under performing mastery.
The Blue Horror buff/debuff is really only useful in close quarter SCs, other than that the range debuff is too severe to be worth the bonus. It's not like the Magus is great at dishing out AE damage anyways.
The Flamer does provide a nice buff to the Magus' dot mastery, but the mastery, as a whole, is still under performing. The only real advantage that the Flamer daemon has over the others is that you don't lose stacks if you aren't hovering directly over it....but that can be fixed by reducing the CD on Resummon.
...and you can't completely forget about the Path of Havoc as that mastery is not without its faults...one of them being Tzeentch's Firestorm...as it is now, that ability has no place in a single target mastery....it would be better as a toned down version of Focus Fire with a minor splash effect.
Now this isn't as serious but it's something that bugs me...the damage type that Daemonic Infestation deals- instead of dealing spiritual damage, like Instability, it deals physical damage, like an Engineer's Land Mine...it was clearly an oversight by the original devs.
*I am currently playing a Sacrifice DoK- yet another under performing mastery.
Re: Magus thoughts on rift fixes and mechanics
Too much risk or rather clumsiness for little reward. The only time I feel strong on my magus is in scenarios or the situations where it's heavily one sided in our favor and I'm allowed to sit back and snipe people. Almost no situations where I wouldn't rather be on sorc.
Reality is however because you are a stationary rdps of sorts you are constantly pressured and harassed out of rotations on a target. Or things tend to move so fast it's impossible to assist proper like sorc/sh. Just too much setup. The magus' strengths also coming heavily off rather imo esoteric demon 6 sec stagger plays on healer backline during a burn which is impossible outside of voice comms 6 mans, and then with that level of organization why on earth run magus.
You don't get PUG god cheese like keg or m2 free kills every 60 seconds like engineer either. Engineer rotation flows much better as well.
And ya you are forced to go one spec now because mist is garbage for whatever reason, and rift is fine but niche. Mist and tornado of sadness need some love.
Reality is however because you are a stationary rdps of sorts you are constantly pressured and harassed out of rotations on a target. Or things tend to move so fast it's impossible to assist proper like sorc/sh. Just too much setup. The magus' strengths also coming heavily off rather imo esoteric demon 6 sec stagger plays on healer backline during a burn which is impossible outside of voice comms 6 mans, and then with that level of organization why on earth run magus.
You don't get PUG god cheese like keg or m2 free kills every 60 seconds like engineer either. Engineer rotation flows much better as well.
And ya you are forced to go one spec now because mist is garbage for whatever reason, and rift is fine but niche. Mist and tornado of sadness need some love.
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Re: Magus thoughts on rift fixes and mechanics
My only real questing is did they fix the engie electromagnet bug as well? It had the same problem of never being resisted with dodge like it's supposed to be.
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Re: Magus thoughts on rift fixes and mechanics
Played rift magus tonight. I play it as an anti RDPS spec in pug scenarios (because order plays nothing but rdps and 1v1 spec tanks in pug scs).
It's extremely noticeable the delay, but not going to break the build or playstyle. If it can't be brought back to how it was because of limitations on the dev side that's understandable. But it feels like a clunky mess compared to the smooth feeling it had before.
It's extremely noticeable the delay, but not going to break the build or playstyle. If it can't be brought back to how it was because of limitations on the dev side that's understandable. But it feels like a clunky mess compared to the smooth feeling it had before.
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