[Magus] - Surging Violet Fire Spam Build Viability?

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dalinvar
Posts: 99

[Magus] - Surging Violet Fire Spam Build Viability?

Post#1 » Sat Jan 18, 2025 7:51 pm

Hey all,

I'm considering a Magus build focused on spamming Surging Violet Fire (SVF) for damage and self-healing. I'd use the Swift Flames tactic to reduce its cooldown to roughly 3 seconds, combined with a defensive armor set that provides additional self-healing.

Has anyone tried a similar build? What kind of DPS and self-heal numbers are you seeing from SVF?

Looking for feedback on its viability for solo roaming.

Tyvm!

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Zxul
Posts: 1890

Re: [Magus] - Surging Violet Fire Spam Build Viability?

Post#2 » Sat Jan 18, 2025 9:16 pm

Don't remember anyone on live or here actually using that build. Taking a guess though, you will get some sustain, but dmg will likely be too low. Also it takes at least 2 tactics (1 to reduce it to 3 sec, and 1 to make it heal you), which is quite a lot for what it actually does.

However who knows, might actually work for you, experiment with it and tell how it went.
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Pahakukka
Posts: 432

Re: [Magus] - Surging Violet Fire Spam Build Viability?

Post#3 » Sun Jan 19, 2025 8:29 am

dalinvar wrote: Sat Jan 18, 2025 7:51 pm Hey all,

I'm considering a Magus build focused on spamming Surging Violet Fire (SVF) for damage and self-healing. I'd use the Swift Flames tactic to reduce its cooldown to roughly 3 seconds, combined with a defensive armor set that provides additional self-healing.

Has anyone tried a similar build? What kind of DPS and self-heal numbers are you seeing from SVF?

Looking for feedback on its viability for solo roaming.

Tyvm!
I think i tried it. 2 tactics is heavy investment for 1 skill. After that you lose either absorb, int or toughness tactic.
Also if you are defensive, it doesnt hit that hard, so healing would be 4-600 depending how defensive setup you got and what you are hitting.

I would still look for regen/toughnes combo and maybe pilfer stick for defensive magus.
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Koryu199X
Posts: 122

Re: [Magus] - Surging Violet Fire Spam Build Viability?

Post#4 » Sun Jan 19, 2025 10:04 am

Ah, that build, I ran that on live to see if it would work. You would actually need 3 tactics minimum to get the best out of it. First swift winds, next surging power, then either the increased crit chance of path of havoc or the one that enables it to hit one additional person. I did alright damage with it and the healing numbers were good. But unfortunately you are sacrificing everything else. It's very situational and reliant on good RnG.

Zxul
Posts: 1890

Re: [Magus] - Surging Violet Fire Spam Build Viability?

Post#5 » Sun Jan 19, 2025 10:56 am

Pahakukka wrote: Sun Jan 19, 2025 8:29 am I would still look for regen/toughnes combo and maybe pilfer stick for defensive magus.
Pilfer was nerfed some time ago, dmg and as result healing is now mitigated by armor.
"Can we play with him, master? He seems so unhappy. Let us help him smile. Please? Or at least let us carve one on his face when he stops screaming."

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Koryu199X
Posts: 122

Re: [Magus] - Surging Violet Fire Spam Build Viability?

Post#6 » Sun Jan 19, 2025 11:02 am

I can't remember what gear I used on live when I used this build. But here I think the gear that might support this build would be 7pc sov and 2pc triumph (boots and gem) tactics I feel should be self heal (obviously) but I think demonic withering, chaos unleashed and finally surging power to try to maximise the damage and heal.

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Sinisterror
Posts: 1101

Re: [Magus] - Surging Violet Fire Spam Build Viability?

Post#7 » Sun Jan 19, 2025 11:29 am

Zxul wrote: Sun Jan 19, 2025 10:56 am
Pahakukka wrote: Sun Jan 19, 2025 8:29 am I would still look for regen/toughnes combo and maybe pilfer stick for defensive magus.
Pilfer was nerfed some time ago, dmg and as result healing is now mitigated by armor.
Do you know if this was intended or not? Because Pilfer seems to be physical dmg so caster's Pilfer proc is 30-60 and tanks are 2-3x more. So if this is intended move they should at least change the pilfer dmg to Magical for the Casters. I dont think this is intented change and Pilfer needs to be True Dmg for it to be of any use as defensive/offensive Proc and this is what was best about it, it works both ways passively but if its not 150dmg 150heal and is 30-60 makes it useless in my opinion.

There already is HUGE lack of Procs which used to be powerful enough to make or break specs. Almost universally there were no restrictions on classes who gets what Procs, and that is better imo. Obviously there are exceptions like Dps Ze/Rp and Engi/Magus were the only ones who got Proc Bewildering. This makes Sense since WAR= As unique(non mirrored) as possible while Honoring The Triad of TANK/DPS/HEAL. First things that break this imo are Shield on Wp/Dok and Charge for Stealth classes and both needs removal for better game. Cast Time Control used to be the "Morale Pumping"

Grp Healing by doing Dmg with Wp/Dok. Divine assault/Rend Soul could be one of the Fastest/Highest single target Heals but it meant you need High Dmg bonus. Single target(mostly self heal) Lifetap With Shaman/Archmage. Great Burst dmg possibilty. Shammy used to have 2x Dots only While AM always had 4x dots. Sham had Super Mobility and 240 toughness debuff possibility. Bring back Blorc double WS buff 240. All 50% Aoe HD's were Dps Dok/Ze/Rp Tactics. Making clear that in WAR Dps Healing is there for a reason. Destro WB's Dps Dok was almost must have.
--- I know there is alot of procs missing but Following are tooltips of lvl 30 Procs

- Corrosion - On Hit: 10% chance to lower target's Armor by 900 for 10 seconds. 1500 at lvl 40
- Erosion - On Hit: 10% chance to lower all of target's Resistances by 150 for 10 seconds.
- Clarity - Any Ability: 10% chance to reduce the cost of the next ability used within 10 seconds to 0 Action Points.
- Preservation - On Being Hit: 10% chance to increase Wounds by 60 for 20 seconds.
- Mending - On Being Hit: 10% chance to recover 52 health.
- Vivacious - On Heal: 10% chance to recover 50 AP.
- Caretaker - On Hit: 10% chance to heal defensive target for 175 health.
- Domination - On Hit: 25% chance to steal 60 Toughness from your target for 10 seconds.
- Aggravation - On Hit: 10% chance to Taunt target.
- Bracing - On Being Hit: 10% chance to increase Armor by 528 for 10 seconds.
- Overwhelming - On Hit: 25% chance to reduce target's Weapon Skill by 60 while increasing your Strength by 60 for 10 seconds.
- Pilfer - On Being Hit: 10% chance to steal 87 health from your attacker.
- Elusive - On Being Hit: 10% chance to increase movement speed by 20% for 10 seconds. Stacked with Quick Escape because Different %
- Quickening - On Being Hit: 10% chance to reduce build times by half a second for 10 seconds.
- Barrier - On Being Hit: 10% chance to form a protective barrier that will absorb up to 116 damage over 5 seconds.
- Marked - On Hit: 25% chance to reduce target's Initiative by 60 while increasing your Ballistic Skill by 60 for 10 seconds.
- Reactionary - On Defense: 25% chance to increase Parry, Evade, and Disrupt by 10% for 10 seconds. Stacked with proc if avoidance wasnt same %
- Guile - On Hit: 10% chance to lower incoming healing on target by 25% for 10 seconds.
- Creeping - On Being Hit: 10% chance to reduce attackers movement speed by 40% for 5 seconds.
- Bewildering - On hit: 10% chance to increase cast times by 05s for 6 seconds,Works on melee and Ranged attacks.
- Dissolve VII - On Hit: 10% chance to lower target's armor by 700 for 6 seconds. 880 at lvl 40.
- Depleting - On Hit: 10% chance to remove 50 AP from your target.
- Barricade:VII - On any dmg taken 5% Chance to increase armor by 700 for 6 seconds(Stacking with armour potion or skill)
- Boost IV - On hit: 10% chance to increase your critical hit rate by 6% and critical dmg by 9%
- Boost V - On hit: 10% chance to increase your critical hit rate by 9% and critical dmg by 12%
- Boost VI - On hit: 10% chance to increase your critical hit rate by 9% and critical dmg by 18%
- Boost VII - On hit: 10% chance to increase your critical hit rate by 10% and critical dmg by 20%
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz

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