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[PTS] Magus a bit extreme

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buerdig
Posts: 34

Re: [PTS] Magus a bit extreme

Post#41 » Mon Jul 27, 2026 1:18 pm

I also feel like people aren't starting the fights fairly because the training construct is a good tool but it creates bad habits and misleading information when applied to pvp. In any situation if someone lets you hit them uncontested with a full Havoc rotation for 10 seconds and nothing is disrupted, they didn't have any buffs, healed, and we didn't have to pop a CC or move? I mean that is never going to happen.

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lumpi33
Posts: 622

Re: [PTS] Magus a bit extreme

Post#42 » Mon Jul 27, 2026 1:27 pm

buerdig wrote: Mon Jul 27, 2026 1:18 pm I also feel like people aren't starting the fights fairly because the training construct is a good tool but it creates bad habits and misleading information when applied to pvp. In any situation if someone lets you hit them uncontested with a full Havoc rotation for 10 seconds and nothing is disrupted, they didn't have any buffs, healed, and we didn't have to pop a CC or move? I mean that is never going to happen.
What? The magus Havoc rotation is one of the easiest to pull off. You gotta be kidding.

And no, Magus is not the same as before. You didn't have instant 20% from the pet, you couldn't put withering soul on every target because of the cooldown, the pink pet was getting less int from the magus, it is hitting harder now, also because withering soul is up more, the Swift Flames allows Bolt of Change to be casted in 1.5s instead of 3s, that is huge. Withering Soul also is more bursty and scales better now (from 10 * (145 + 0.6*DB) over 20 seconds to 5 * (206 + 0.86*DB) over 15 seconds).

These are all changes that buffed the Magus damage output. It was already good before, now it is really really good.

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ravezaar
Posts: 688

Re: [PTS] Magus a bit extreme

Post#43 » Mon Jul 27, 2026 1:45 pm

The Tactic change is whats boost it atm

20% from Pet wasnt insta but THAT has no effect change on Target dummy cause u dont have to start dps until u had 20%

Withering Soul is on 1 target only, and yes CD is gone but u can still only have it on 1 Target just the same, sure unless u swap target before the first is dead u will most likely always have it up but lets be real here. The changes to burst is from the Tactics period
GAME OVER MAN, GAME OVER
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Amakusa
Posts: 152

Re: [PTS] Magus a bit extreme

Post#44 » Mon Jul 27, 2026 2:36 pm

buerdig wrote: Mon Jul 27, 2026 1:18 pm I also feel like people aren't starting the fights fairly because the training construct is a good tool but it creates bad habits and misleading information when applied to pvp. In any situation if someone lets you hit them uncontested with a full Havoc rotation for 10 seconds and nothing is disrupted, they didn't have any buffs, healed, and we didn't have to pop a CC or move? I mean that is never going to happen.
Some players act like a training construct ;P
Izual, Kyo, Notting, Innozenz <dirty chewbacca>
Feetz, Snusnu, Wingman, Engrimar, Soge, Iluv, Dunning <Holmgang>

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buerdig
Posts: 34

Re: [PTS] Magus a bit extreme

Post#45 » Mon Jul 27, 2026 2:49 pm

I'm not saying your input is wrong @lumpi33. I'm just offering input when the situation has different variables. Swift flames, sleight of hand are now so good, a situation where you have to cast a pet without instant summoning tactic for example, you might have to start the rotation using swift flames for a quicker summon or already 1 second is lost. You have to be within 30 FT for the full 20% and 45 ft for 10%. The numbers are different, the disrupts might happen, absorbs etc.

This is one particular build which I agree and still don't understand why havoc felt weak to whoever but other aspects to the patch are good changes for other builds.

I like the fact that you can actually have a pet build (not speaking about havoc build) and the pet can feel like a huge contributor instead of just something that I have for a buff.

A warpfire build with some changling and a blue horror feels really satisfying.

Rift pulls with the new teleport works really well together.

Siphon power seems a little too strong in combination with havoc.

Withering soul has -5% block now too, kind of weird but whatever maybe it will help make WBs want multiple magus now as an option instead of "why have more than one" I like that it without the cooldown makes magus a really good main assist or WB lead.

Boernsen
Posts: 18

Re: [PTS] Magus a bit extreme

Post#46 » Mon Jul 27, 2026 2:59 pm

That's not a proof at all. You could have done that dummy kill with any class (looks like shadow warrior). Someone else also could have damaged it.

Without exact build and rotation it can't be verified. I still think it is made up.

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Amakusa
Posts: 152

Re: [PTS] Magus a bit extreme

Post#47 » Mon Jul 27, 2026 4:18 pm

Boernsen wrote: Mon Jul 27, 2026 2:59 pm That's not a proof at all. You could have done that dummy kill with any class (looks like shadow warrior). Someone else also could have damaged it.

Without exact build and rotation it can't be verified. I still think it is made up.
:D Forum is pure gold atm
Izual, Kyo, Notting, Innozenz <dirty chewbacca>
Feetz, Snusnu, Wingman, Engrimar, Soge, Iluv, Dunning <Holmgang>

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Demonito
Posts: 126

Re: [PTS] Magus a bit extreme

Post#48 » Mon Jul 27, 2026 6:49 pm

Mishas wrote: Mon Jul 27, 2026 9:58 am The 20% damage buff from the pet and the +15% from the tactic both have been in-game for so long. It is just suddenly that you guys decided they are a problem?
[...]The 20% does come with a positioning restriction + costs so its a fair trade i would say compared to Choppa/Sorc.
[...]What would be the point on running that tactic on other environment other than PvE and 1vs1 where you can get disrupted/blocked and waste a tactic for 20 seconds. Yes everyone would benefit of the 15% against 1 target! It is hardly comparable to giving a flat +10% damage increase for every skill for every target don´t you think?
buerdig wrote: Mon Jul 27, 2026 12:22 pm The thing is people are complaining about the 15% damage bonus from Withering Soul when it literally has always done that, again same with the damage bonus from pet.

The 20% bonus stack was the magus/engi mechanic, barely is any now
I don't want the bonus lowered, just saying it required some skill
Now you don't have to bother with resummon ; stacks decreasing ; pet dying ect...
It made wb roaming really annoying for sure but there were probably less radical solutions
It's like solving sorc/choppa malus just by removing it
Magus pet range restriction/time to stack isn't much in compare to those malus

I'm fine with the tactic damages too, just don't like any undefendable (bw HD / wl breakarmor ect...)
Would rather keep that for morales only
DW tactic is really strong in any pvp ; the 10% of sorc is only for his party and not himself
So he only buff 1 to 3 dps, while magus boost anyone clever enough to assist
And he can now cast WS at will, as soon MA switches target

Still, agree on tank/heal having too much disrupt,
Dev could simply improve intel %disrupt bonus
Will help every caster while remaining fair to high disrupt/willpower builds

ravezaar wrote: Mon Jul 27, 2026 1:45 pm 20% from Pet wasnt insta but THAT has no effect change on Target dummy cause u dont have to start dps until u had 20%

Aye, better think on sc/wb gameplay
If magus really is too strong, will be nerfed to the ground, people already cry it's not even out
Only suggesting : remove undefendable from DW tactic + rework the pet buff
Instant 20% dmg from pet might make a huge dif for both ST/AOE stats
Beyond that idk what people are crying about, in compare of what it is now
Magus didn't get any nerf and yet got new stuff => scapegoat
Anyway, I'm fine with magus, would rather see more stuff to sorc/bw survival kits
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chook06
Posts: 24

Re: [PTS] Magus a bit extreme

Post#49 » Tue Jul 28, 2026 5:40 am

abezverkhiy wrote: Mon Jul 27, 2026 9:23 am
M0rw47h wrote: Mon Jul 27, 2026 6:22 am
ppagli74 wrote: Sun Jul 26, 2026 11:20 pm The burst damage for the magus on the PTS is absolutely insane. I've never played the class before, but I managed to pull off a 3s burst of 10114 and a 1s burst of 7441.

I feel sorry for order melee players, if this goes live without changes. I can only imagine what an experienced magus player will be able to do.

Image
Imho, dps and burst potential should be tied to range (risk - reward) : melee > 25-30 ft > 65 ft > 100 ft, ergo ST Magus and Engi should be one of the lowest burst specs.
Now we are on the same page. OMG these numbers are insane.
People need to stop mixing everything together and treating these numbers as if they reflect real gameplay. It's easy to produce impressive screenshots with BiS gear, against a stationary target, under perfectly optimized conditions, while using tactics that are extremely difficult or even unrealistic to make work in actual combat.

In this example, you're using a pet that has a cast time instead of being instant. That's already a significant drawback in real RvR. On top of that, you're running Close Quarters, which requires you to stay almost in melee range to benefit from the 50% cast time reduction, along with other damage bonuses tied to that positioning.

On paper, this gives you the highest possible DPS. In reality, it means playing in melee range with a full glass-cannon setup, exposing yourself to enormous risk. In actual fights, with movement, crowd control, interrupts, target swapping, and enemy pressure, maintaining those conditions is far from realistic.

These numbers represent the theoretical maximum potential of the build, not what you'll consistently achieve in real RvR. There's a big difference between testing on a stationary dummy in perfect conditions and performing in an actual fight.

Don't forget: people can make you believe just about anything, can't they?


ImageDon't forget that people can make you believe anything, right?

abezverkhiy
Posts: 654

Re: [PTS] Magus a bit extreme

Post#50 » Tue Jul 28, 2026 7:48 am

Genius. Now I can sleep well. Everyone is balanced to the perfection.
KingSchultz WH, Valknutt WP, Glendhu ENG, Lochdhu IB, Tamdhu SL

My WH guide: viewtopic.php?t=60570

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