Ok so tanks dodge more healers disrupt more. seems a zero sum game here.coldhunter wrote: Sun Jul 26, 2026 10:26 pmOh really? And what classes actually stuck INI except 2h tanks, lol? Its the least stucking stat in game. There’s no need to make up nonsense just to justify your fantasies.salazarn wrote: Sun Jul 26, 2026 8:45 pm Ye I can its called dodge and more ppl stack initiative and not willpower
And willpower is main stat for ALL healers in game.
[PTS] Magus a bit extreme
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Re: [PTS] Magus a bit extreme
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Re: [PTS] Magus a bit extreme
Demonito wrote: Mon Jul 27, 2026 6:49 pm
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 agree with you 100%. See, the miscommunication I am having is that I've been trying to bring reference into situations outside of a construct test. The pet was the main check to stop us from being at 20% nonstop, you had to plan in advance. The instant summoning tactic always reset the counter since you are summoning an entirely new horror. The way around this, I would sort of pre-cast my horror and rely on "leap frogging" my pet using our ability, resummon, instead of the instant cast.
In a construct test, people are having the pet out before the damage starts. The same result as if you are on live and wait for your 20% stack before hitting as you mentioned. Some magus were hoping for a loner tactic, I was hoping for a way to have a tactic where we can forgo our 20% dps and instead each pet provided a unique buff to allies closer.
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
See this is my biggest gripe playing as a spellcaster, maybe during the RR stat changes this might change?
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
Re: [PTS] Magus a bit extreme
I would honestly say magus single target is good now.
The issue with magus compared to engi is that engi is stacking 650+ wpnskill to get the dmg that magus takes for granted and then gets a free +15% crit tactic on top.
The classic rule of mmos = pick a lane. You can't be a tank and a one shot dpser. Magus will be very tanky while 1 tapping people
The issue with magus compared to engi is that engi is stacking 650+ wpnskill to get the dmg that magus takes for granted and then gets a free +15% crit tactic on top.
The classic rule of mmos = pick a lane. You can't be a tank and a one shot dpser. Magus will be very tanky while 1 tapping people
Re: [PTS] Magus a bit extreme
Havoc ST dps was always good, now the burst is broken on the PTS. In fact i can't get the new Assault SW on the PTS anywhere close to the numbers of the Magus. (one is melee range the other is doing it at 110 ft
If they let it go live like that its crazy, it's going to literally melt players at 110ft.
Magus needed quality of like buffs with pet etc( just like engineer). Maybe some better AOE WB presence? Buffing the ST burst crazy like that tells you someone in the dev team is playing this class or they are unaware of the ST DPS potential it already had on the live server.
Re: [PTS] Magus a bit extreme
And yes the Magic itemization it something that should be taken into consideration when they balance things, because as it is Magic itemization makes it superior to Engineer ST simply because you have hundreds of free stats to put it into any stats that you wish( wounds, toughness etc).
What that basically means is that Magus ST can have strong ST dps and build tanky build at the same time. Engineer could never do that, if it wants DPS need a lot of Weaopon skill dedication and 2 x tactics slot to increase the armor penetration. Engineer could never fit the crit tactic for example in a optimal build and would need 6 tactic slots to match the Magus.
Damage penetration on Magic class? You get it all for free since resistance stats softcaps at 40% reduction ( meaning 60% penetration) and Magus pet casts a 360 elemental debuff on the target, meaning those that didnt't stack Elemental resistance will be dangerously vulnerable to this super buffed PTS burst damage ( literally killing them in seconds burst windows).
For reference check this older video out, now imagine the burst which is going to be a lot more potent. GG.
https://youtu.be/V_YU0bK1r2U?t=76
https://youtu.be/V_YU0bK1r2U?t=630
What that basically means is that Magus ST can have strong ST dps and build tanky build at the same time. Engineer could never do that, if it wants DPS need a lot of Weaopon skill dedication and 2 x tactics slot to increase the armor penetration. Engineer could never fit the crit tactic for example in a optimal build and would need 6 tactic slots to match the Magus.
Damage penetration on Magic class? You get it all for free since resistance stats softcaps at 40% reduction ( meaning 60% penetration) and Magus pet casts a 360 elemental debuff on the target, meaning those that didnt't stack Elemental resistance will be dangerously vulnerable to this super buffed PTS burst damage ( literally killing them in seconds burst windows).
For reference check this older video out, now imagine the burst which is going to be a lot more potent. GG.
https://youtu.be/V_YU0bK1r2U?t=76
https://youtu.be/V_YU0bK1r2U?t=630
Re: [PTS] Magus a bit extreme
Since when are nades undefendable? I get blocked/Dodged all the time lmao now you making stuff up for the sake of making Magus like 3 times better than Engi which it alrdy is.Mishas wrote: Sun Jul 26, 2026 5:59 am
However, although Magus might have an advantage stat wise it also has a major flaw in terms of real effectiveness and that is strikethrough. The amount of disrrupt that Magus and Sorc face is insane. Healers run around with 40% disrupt by default, HTL buff from tanks... Engineer and SW do not face these problems in such way. This can not be felt dpsing the dummy.
Re: [PTS] Magus a bit extreme
salazarn wrote: Tue Jul 28, 2026 10:41 pm I would honestly say magus single target is good now.
The issue with magus compared to engi is that engi is stacking 650+ wpnskill to get the dmg that magus takes for granted and then gets a free +15% crit tactic on top.
The classic rule of mmos = pick a lane. You can't be a tank and a one shot dpser. Magus will be very tanky while 1 tapping people
You guys are not taking into account the drawback. While having an easier itemnization, Magus as magic user has strikethrough problems with disrupt. Disrupt rates are often way higher than dodge for engineers. Lets be honest here, with the latest changes to armor talismans, the difference between magical resistances and armor have become shorter than ever. Dps do not usually run armor talis so the penetration is not that necessary here.Farrul wrote: Tue Jul 28, 2026 11:15 pm And yes the Magic itemization it something that should be taken into consideration when they balance things, because as it is Magic itemization makes it superior to Engineer ST simply because you have hundreds of free stats to put it into any stats that you wish( wounds, toughness etc).
What that basically means is that Magus ST can have strong ST dps and build tanky build at the same time. Engineer could never do that, if it wants DPS need a lot of Weaopon skill dedication and 2 x tactics slot to increase the armor penetration. Engineer could never fit the crit tactic for example in a optimal build and would need 6 tactic slots to match the Magus.
Damage penetration on Magic class? You get it all for free since resistance stats softcaps at 40% reduction ( meaning 60% penetration) and Magus pet casts a 360 elemental debuff on the target, meaning those that didnt't stack Elemental resistance will be dangerously vulnerable to this super buffed PTS burst damage ( literally killing them in seconds burst windows).
For reference check this older video out, now imagine the burst which is going to be a lot more potent. GG.
https://youtu.be/V_YU0bK1r2U?t=76
https://youtu.be/V_YU0bK1r2U?t=630
Which targets normally go for tanky stats? Tanks and Healers. In case of healers, engineers do not have that many problems casting stuff on them while Magus might have to spend 2-3 GDCs per dot.
Engineer and Magus are NOT mirror clases and each one has things that the opposite would like to have. Itemnization used to be a valid point in live but it has lost a lot of value in the current state of the game.
Re: [PTS] Magus a bit extreme
I welcome the changes to the class. Despite the theoretical results some have already posted, it will differ from real live environment. The amount of disrupt and even block a Magus faces is insane. Also havoc is extremely weak in warband / big fights where you may only spam Baleful Transmogrification most of the time cause cooldowns are extremely long. Even in smaller environments, havoc can hardly kill if there is at least one healer paying a tiny bit attention or other form of protection. Also cast times and quick movements of enemies make it hard/risky to cast your big spells. You either get run over, cause you had to stand still or if going offensively -> Target out of reach.....
Also environment is a pain in some locations. Be it the spikes on keep walls or whatever leaf on a tree is in your way -> Can't see target!
Hopefully after the patch, the minions work better. Right now they do nothing most of the time whereas engi turrets fire like a crazy gatling gun on steroids and through walls.
Also environment is a pain in some locations. Be it the spikes on keep walls or whatever leaf on a tree is in your way -> Can't see target!
Hopefully after the patch, the minions work better. Right now they do nothing most of the time whereas engi turrets fire like a crazy gatling gun on steroids and through walls.
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