Magus Rework
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Re: Magus Rework
Magus has more ST burst than WL, I don't think it needs any buffs.
Bright Wizard: Chandrra Nalaar, 80rr (shelved)
Shadow Warrior: Amarant, 52rr
Knight of the Blazing Sun: Aurorra Morningstar, 66rr
White Lion: Niacris, 85rr
Shadow Warrior: Amarant, 52rr
Knight of the Blazing Sun: Aurorra Morningstar, 66rr
White Lion: Niacris, 85rr
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- Panzerkasper
- Posts: 584
Re: Magus Rework
While this is true, the WL is still 10x better at it.Tisaya wrote: Tue Jul 08, 2025 9:42 am Magus has more ST burst than WL, I don't think it needs any buffs.
A Havoc specced Magus needs about 5 seconds of build-up to do this kind of damage and this is the weakpoint. Without any lockdown the target can just detaunt and run out of range. Even in grp play, a healer can just cleanse the first two dots before the rotations even hits.
AND even if you get the full rotation through, the Magus needs to stand completely still during all of it.
That's the difference. A WL can just pull the full burst in the first 5 sec of an engagement, wich gives the target, the tanks and the healers way less time to react.
This is the biggest weakness of the Magus, he is slow in anything that he does. His mobility per se is terrible, because all his damage is reliant on a pet that is stationary. Pet has cast time, can't be cast on the move (wich the WL as only pet class can btw, for whatever reason), the resummon has a far too long cd and takes a gcd away from your already clunky rotations.
So basically every fight that is not a keep door funnel is just very messy for a magus and this is the point where changes to the class need to apply. As much as I would like to have a moving pet, I highly doubt that we will see this.
Maybe get rid of the Chaotic Attunement tactic and make the summon instant, yet still keep the ap cost, or atleast make the pet castable while moving. This would be a start.
I don't think Magus needs a damage buff, he needs a mobility buff.

- vanbuinen77
- Posts: 336
Re: Magus Rework
Things to add for engi and magus.
-More usefull pet abilities, snare, heal debuff etc
-Since both take time to setup, give them their range back, 25%-35% bonus range
-Re add the pet damage boost that was nerfed back to 40%
-More usefull pet abilities, snare, heal debuff etc
-Since both take time to setup, give them their range back, 25%-35% bonus range
-Re add the pet damage boost that was nerfed back to 40%
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Re: Magus Rework
This.vanbuinen77 wrote: Tue Jul 08, 2025 4:29 pm Things to add for engi and magus.
-More usefull pet abilities, snare, heal debuff etc
-Since both take time to setup, give them their range back, 25%-35% bonus range
-Re add the pet damage boost that was nerfed back to 40%
Re: Magus Rework
i would also add that Magus and Engi alike, have a disadvantage in not sacking of some of their AOE abilites, forcing them to be a choice of 1 per WB slot.
Re: Magus Rework
Magus/engi will require the most attention in the upcoming changes.
These are the only unplayable classes in 6man.
Turrets force stationary game mode which is inexcusable in 6 man.
When you see 1-2 magus/engi in sc you know you probably lost (unless it's Gamma
).
Well the thing that discourages me the most from magus is those horrible disks.
There should at least be a choice between a disk and a normal model.
These are the only unplayable classes in 6man.
Turrets force stationary game mode which is inexcusable in 6 man.
When you see 1-2 magus/engi in sc you know you probably lost (unless it's Gamma

Well the thing that discourages me the most from magus is those horrible disks.
There should at least be a choice between a disk and a normal model.
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Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 70+ / Alubert KTB 80+ / Mnich WP 60+ / Kregi SL 60+ / Uposledzonyjez IB 40+
Re: Magus Rework
IMO thats just because people build/spec/play them wrong. ST specced (left tree focus) Magus and Engi can both do very good sustained damage and pretty hefty burst damage (also not as telegraphed as BW/Sorc).Alubert wrote: Mon Jul 14, 2025 10:59 am Magus/engi will require the most attention in the upcoming changes.
These are the only unplayable classes in 6man.
Turrets force stationary game mode which is inexcusable in 6 man.
When you see 1-2 magus/engi in sc you know you probably lost (unless it's Gamma).
Well the thing that discourages me the most from magus is those horrible disks.
There should at least be a choice between a disk and a normal model.
With my Engi (6xTRI+3WL) I can kill training construct in 12,5 sec (only setup is full turret stack which is 10sec, no morale). My magus is not yet BiS geared but with the testing I've done, construct is going to go down in pretty similar numbers once the gearing is done. While these training construct numbers must be taken with a grain of salt as real PvP is of course different, to me these numbers prove that damage is there (in ST) and as we all know both classes have a ton of utility (but do lack maybe the most important, heal debuff).
The turret stacks are very movement restricting only if you let them be. You can use insta turret to ease it off and sometimes you need to just ignore the turret stacks in favor of your own survival, as ST Engi/Magus can't really face tank enemy melee dps. But then we come back to those Engi/Magus who want to be able fo face tank melee dps. They spec toughness/armour etc. survival, lose crit+crit dmg and Engineers go AoE spec as AoE spec doesn't need armour pene like the ST spec does. In the process they lose a lot of their burst. In SC environment their damage without burst becomes very easy for enemy healers to outheal and we're left with the situtation that people complaining they only do fluff damage. Just my 2cents
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