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[Magus, Engineer] Buff like in never released patch 1.4.9

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Zabudu
Posts: 5

Re: [Magus, Engineer] Buff like in never released patch 1.4.

Post#111 » Tue Oct 20, 2015 4:20 am

I've played magus...a lot
The main problem is the lack of burst, too many dots that can be cleansed by healers and make you totally useless. Also the stupid immovable pets/turrets.
>The first problem can be solved by the dot like BB or WoP.
>The second...well...is it possible to make the pets follow you and add on turrets some wheels? :lol:

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Glorian
Posts: 5004

Re: [Magus, Engineer] Buff like in never released patch 1.4.

Post#112 » Tue Oct 20, 2015 6:15 am

Zabudu wrote:...
>The second...well...is it possible to make the pets follow you and add on turrets some wheels? :lol:
The idea of the "more" moveable pet is the ida of the 1.4.9 patch, with making the summoning of the pet available while on the move.

The pet wont follow you arround, but you could at least run behind someone, or run into your position on an SC and know that you should hit your cast button three seconds before you want to arrive at a specific point.

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Vdova
Posts: 555

Re: [Magus, Engineer] Buff like in never released patch 1.4.

Post#113 » Sat Oct 24, 2015 6:29 pm

Glorian wrote:
Zabudu wrote:...
>The second...well...is it possible to make the pets follow you and add on turrets some wheels? :lol:
The idea of the "more" moveable pet is the ida of the 1.4.9 patch, with making the summoning of the pet available while on the move.

The pet wont follow you arround, but you could at least run behind someone, or run into your position on an SC and know that you should hit your cast button three seconds before you want to arrive at a specific point.
The main issue I have with this theory is pet is casted in location where You started to summon him, not at Your location where You are at at the moment of summon.

so

If You run towards Your enemy and You press summon, pet is summoned far behind You and You lose range bonuses(AP per second, % increase dmg and for engi 15% critical chance)

If You run away from Your enemy situation is the same. Only use of that summoned pet far behind You is detonate(AOE knockdown).

Again best solution is instant cast.
Vdova - Witch elf princess of suffer and despair

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Vdova
Posts: 555

Re: [Magus, Engineer] Buff like in never released patch 1.4.

Post#114 » Sat Oct 24, 2015 6:59 pm

Zxul wrote:Ahh well. As somebody who had a t4 magus and loved it there, here are my 2 cents.

Biggest problem with magus is not magus- its the people which are trying to play a class with toughness tactic/armor buff/absorb tactic/self heal as a sorc.

On my t4 magus, going all out with armor talis/toughness, I had 3.9 k or so armor/800 sh toughness/orange resists/ full TB- more defense then quite a few dps tanks. In addition, I had a very nice racial absorb tactic, as well as 2.3 k or so heal on 1 min CD (Aegis of Orange Fire).

I would start from distance with all the instacast dots, then get close and finish targets with Havoc heavy nukes, cast with 50% cast time (because of Close Quarters tactic).

I regularly took on 2-3 order, including many times of higher lvls, and killed them just fine.

There is no problem with the class- problem is with people who try to play class with every possible tank mage tool as a glass cannon. I rerolled from t4 sorc to magus- and never regretted the decision.

Thats verry interesting reading. Full deftard magus probably an AOE magnet bot. Dealing less dmg than healing spec healer, but slightly more than deftard tank. Yes, it can be fun until You find premade which can focus You down in few seconds(without guard) with melee train(WL armor debuff, WH armor ignore+ toughnes debuff), BW lower Your rezist nearly to 0 than only toughnes is Your mitigation or SW fernster bomb.

Yes It can be fun to play support DPS class like that, but You deal no DMG. Your magnet, mine or AP restore is just not enought to take You to party over any other RDPS/MDPS class.

For solo trolling and long time killing unhealed roamers it can be fun. For serious participate in party/WB You can work like mentioned(AOE pullbot). Not to mention as deftard with low inteligence Your attacks will be disrubted A LOT!

I prefer more offensive spec and find ideal offence/defence ballance. Softcapped intel(with buff or pot), solid magic crit chance, 500 toughnes or so with 2,5k armor, low chance to be crit or TB(will be not implemented). Something I am aiming for in T4.
Vdova - Witch elf princess of suffer and despair

lilsabin
Posts: 619

Re: [Magus, Engineer] Buff like in never released patch 1.4.

Post#115 » Mon Oct 26, 2015 2:04 am

Vdova wrote:Or make it insta cast:-)
They say they can t make thing insta cast because of some client thingy

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Coryphaus
Posts: 2230

Re: [Magus, Engineer] Buff like in never released patch 1.4.

Post#116 » Mon Oct 26, 2015 2:27 am

No az said that he CAN do it but the issue arises from the confusion that can arise from the so mining animation


Which I personally don't think is a big deal
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Karast
Posts: 554

Re: [Magus, Engineer] Buff like in never released patch 1.4.

Post#117 » Thu Oct 29, 2015 8:43 am

As a long time Engi player, I have a question for a lot of people in this thread.

A lot of people go back to the argument of Engi / Magus as being support dps.

What does support dps actually mean? What are they suppose to actually do for a group / warband?

Do Engi / Magus actually offer anything in the way of support that counteracts their low dps?

You can argue till your red in the face about deftard tanking, and solo kiting, but solo play is only one aspect of the game. What about 6v6, and warband play? I am not saying a class should be good everywhere but 1/3 with the 1 being solo play is a pretty bad deal.

Magus and Engi got cut from 6v6 because our dps wasn't high enough to cut through, or properly spike guarded targets, and when we are under pressure from mdps we are near useless in most specs, we don't have a run and gun option, and the cleanse changes gutted the dot spec's. In terms of dps out put to be honest, a lot of dps healers / dps tanks can do on par with an engi / magus. A dps IB completely outshines an engi in a 6v6 environment, and this is true in the lower levels. If your tank gets an enemy out of guard or heal range for 2-3 seconds, it is really hard to capitalize on this as an engi / magus.

In warbands you'd see maybe a lone engi / magus for pull botting, debuffing, and spamming up junk dots to try to protect heal debuffs, but that was a very niche role. If you were smart you'd never bring more than one, and to be honest, bring a bombing RP, or just another slayer / BW was a better deal. When the servers got laggy magnet / rift became unreliable, especially depending on the terrain.

I agree that rather than messing around with Engi / Magus abilities, it is better to go after some of the root causes, T4 stat explosion being one of them, namely because this is a problem that affects everyone. The ridiculous armor levels, and then the cheap, lets buff up armor pen, and WS to counter that, strategy really screwed up everything end game.

I really miss napalm though, there was a brief time in early T4 at launch before it got gutted thanks to BW / Sorc bombing, that it was pretty good. The last 10 seconds were nasty and you could take down healers and tanks if they stayed in it. But at the end you'd see doks and wp's jump in it to get free RF since the dps was a joke.

caelin360
Posts: 5

Re: [Magus, Engineer] Buff like in never released patch 1.4.

Post#118 » Mon Nov 09, 2015 3:43 pm

Every 20 seconds, you can move the pet wherever you want, as long as you dont waste your relocate, you can always have your turret/demon up.
And all the people whining about having to take 3 seconds to place their turret, YOU DONT. You place your turret wherever, could be a mile off, and relocate it for an instant turret wherever you want it with very little cost to ap.

Mobility isnt an issue at all unless you constantly put your pet in a bad place.
Last edited by caelin360 on Mon Nov 09, 2015 4:58 pm, edited 1 time in total.

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grumcajs
Posts: 378

Re: [Magus, Engineer] Buff like in never released patch 1.4.

Post#119 » Mon Nov 09, 2015 3:56 pm

pls do not use word mobility and engineer in same post

caelin360
Posts: 5

Re: [Magus, Engineer] Buff like in never released patch 1.4.

Post#120 » Mon Nov 09, 2015 4:40 pm

grumcajs wrote:pls do not use word mobility and engineer in same post
Someone's jealous of wl/sh pets
( ͡° ͜ʖ ͡°) 
And yes, they are plenty mobile, you can move your pet pretty damn often AND you never have to summon at the start of the fight. Problems with ENGINEERS/magus are completely seperate from mobility, as the mobile engis/maguses dont need more mobility, they need to actually do damage in later tiers, AND they lack a ranged slow, which hurts them quite a bit.

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