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

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Jonus
Posts: 37

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

Post#121 » Mon Nov 09, 2015 6:12 pm

So much opinions for just a animation fix.
Celestisma - Warrior Priest

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peterthepan3
Posts: 6509

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

Post#122 » Mon Nov 09, 2015 6:35 pm

I'm gonna offer my 2c on this, having only ever played a Magus on live while my friends played the more powerful classes. I will say, however, that I believe the Magus is not as bad as some people have said:

* You -can- get good results with it. It has a steeper learning curve than other classes.
* PBAOE King. Seriously. If you ever went Rift spec, balls-to-the-walls damage, and assisted off a Sorceror, you could do some INSANE PBAOE burst. VERY situational (and reliant upon factors that I will list below), but still - very nice.
* Decent ST damage (as I shall talk about below). Not on par with Sorceror (which it shouldn't be, anyway), but when BOC + SVF + IFOC all crit, while wearing good gear, it was veeeeery nice.

Now on to my 2c:

1) The Magus is a powerful dueling class. I seriously don't know whether or not the guys saying otherwise actually ever learnt how to play the class to its full potential (this isn't a dig, by the way: some people just lean more towards group play/riftbot approach to the Magus/pretending to be a Sorceror, while others just waste too much time trying to duel =P) It was among the top 3 for dueling when spec'd well. I pretty much spent my 3 years of playing the game dueling or doing small-scale groups. Don't listen to anyone telling you otherwise: if you knew how to spec accordingly (Havoc/Daemon), you could beat most classes with relative ease. (I played on Azgal and spent many an hour trying my luck against some of the best duelists to ever grace this game)

2) This age-old notion of the Magus being a 'stationary RDPS' needs to be done away with - asap. There is nothing that supports this whatsoever, apart from the turrets/daemons. If we postulate, and assume for one moment that the Magus is a stationary RDPS, one must inquire as to why - given their lack of mobility, when compared to other RDPS - their presence was so insignifcant (Rift aside) on the battlefront? One would assume that a stationary RDPS would be a HUGE threat: risk vs reward; the risk being that you must try and stay in a spot for as long as you can to actualise your damage potential.
Before we begin work on fixing the Magus (whenever that is), we must first rid ourselves of this stupid notion - conjured up by Mythic's finest, no less - that the Magus is a stationary RDPS. It is a UTILITY DPS: a Utility DPS is a class that CAN focus on damage and do the role justice - BUT! - has an inherent affinity towards using CC and spells that benefit the team/hinder the enemy as a whole. As someone mentioned in one of the earlier pages: the DPS discrepancy between the Magus and Sorc > any utility 'advantages' the Magus currently has.
For starters, the Magus stagger needs to have its duration increased - period. I'm not advocating that other classes have their utility taken away: but certain classes (COUGH ginger COUGH) have almost on-par utility with the Magus (some of it being even better...a heal debuff and a channeled ranged snare?!) - while doing 10x as much damage, and being 100x as effective. A discussion must be had concerning: a) what is currently wrong/underperforming with the Magus CC options that we have at our disposal currently; b) what more can be done to ensure the Magus performs its role as utility DPS well.

3) DOTS. DOTS DOTS DOTS. The Magus is supposed to be THE DoT-orientated class - which it is to a degree....except for the fact that a healer archetype (when spec'd properly) does this role even better than the actual DPS archetype (heck they even have a heal debuff?!). I'm all for healers/tanks being able to DPS on a similar level; but not when that level is actually above and beyond the level of a DPS archetype, given that the healer/tank can always respec to their designated role when they feel the need to, and a DPS archetype doesn't have such freedom to play the class in as many different ways.

Sorceror has huge backloaded burst.
SW/SH has very good frontloaded burst/occasional godlike burst.
Magus has DoTs, mixed with spike damage.

This isn't to say that the Magus CAN'T do a good burst rotation: with BOC, SVF and IFOC you could get some nasty damage, and I honestly think that the Magus has pretty good ST burst. But the criteria one must meet to achieve that burst (which, by the way, still paled in comparison to that which a Sorc could achieve) was great: the pet must be up and near you; you must have a debuff on the enemy; you must PRAY to the Gods that there isn't a WP cleanse spamming (good luck with that).

The Magus DOTs, therefore - although many of which are AOE-designated - must have either their damage increased, their durations shortened, or (something I've been an advocate of since 2008...) have an Affliction Warlock-style ability that means if certain DOTs are removed (Pandemonium/Infernal Blast, for example) the cleanser is staggered/silenced/gets damaged greatly. This worked very well in WOW, and resulted in affliction locks being able to go to town with DOTs on their enemies - and NOT constantly worry about their DOTs being overlooked and /lol'd at by the opposition. As it is now, the Magus can spam as many DOTs as they want but they will usually: a) be cleansed; b) be laughed at due to low damage, or; c) run out of AP after using their DOTs, reducing the Magus to a flying piñata - but without the goodies inside.

4) The class mechanic itself. The mechanic, ladies and gentlemen, is - and always has been - a terrible inconvenience. The fact that we must regularly spawn/resummon a pet that costs a significant amount of AP - on a class that is already AP starved as it is - just so our damage can be somewhat competitive (this doesn't take into consideration the ever-present threat of cleansespammers) is ridiculous. The pet itself can die in 2 hits. The fact that, as a Daemonology Magus, I must be in the midst of battle, reliant upon a pet to do my maximum damage - a pet that dies faster than I can spawn it - is ridiculous.

Why not make the turrets/pets move? Seriously? I've never understood why Magi were never given mobile pets. Sure - keep the pets weak and useless (especially when compared to WL/SH pets) - but at LEAST allow them to move so we can maintain our 20% buff more often. Again: anyone who wants to say 'BUT THEY'RE STATIONARY RDPS', I refer to the aforementioned point pertaining to that.

Certain skills need to be reworked, such as the aoe kd. Sure - an aoe KD is a powerful CC and should not be easy to use/have a risk of sorts. However, I find it counterintuitive and - to be frank - stupid that this 'risk' would be the removal of our class mechanic. It's hard enough to set up as it is when compared to the Marauder AOE KD - and we're a RDPS having to go into melee range to use it!

/rant over
Last edited by peterthepan3 on Mon Nov 09, 2015 6:56 pm, edited 6 times in total.
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Jonus
Posts: 37

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

Post#123 » Mon Nov 09, 2015 6:36 pm

Oh wow... ^
Celestisma - Warrior Priest

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Vdova
Posts: 555

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

Post#124 » Mon Nov 09, 2015 8:00 pm

caelin360 wrote: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.
You have not played Magus or Engineer. You can NOT use ressumon if U are more than 65? (or 100ft) away from Your pet and You cant use AOE knockdown neighter. so no "mile away off". Thats how it works now in RoR.

2 seconds to place turret means 2 seconds wasted. In that 2 seconds You cant run, You cant cast other spells or attack enemy.

The main phylosophy to have same cast time and AP cost to summon imovable pets as summoning movable pets is just ridicolous.
Vdova - Witch elf princess of suffer and despair

caelin360
Posts: 5

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

Post#125 » Mon Nov 09, 2015 8:55 pm

Vdova wrote:
caelin360 wrote: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.
You have not played Magus or Engineer. You can NOT use ressumon if U are more than 65? (or 100ft) away from Your pet and You cant use AOE knockdown neighter. so no "mile away off". Thats how it works now in RoR.

2 seconds to place turret means 2 seconds wasted. In that 2 seconds You cant run, You cant cast other spells or attack enemy.

The main phylosophy to have same cast time and AP cost to summon imovable pets as summoning movable pets is just ridicolous.
The resummon must be bugged then, because on my magus i can resummon my demon from anywhere. On nordenwatch, ive been summoning my demon at spawn, and resummoning at mid.
The ap cost and cast time for the full summon are a bit much though :/

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Renork
Posts: 1208

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

Post#126 » Mon Nov 09, 2015 9:09 pm

caelin360 wrote:
Vdova wrote:
caelin360 wrote: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.
You have not played Magus or Engineer. You can NOT use ressumon if U are more than 65? (or 100ft) away from Your pet and You cant use AOE knockdown neighter. so no "mile away off". Thats how it works now in RoR.

2 seconds to place turret means 2 seconds wasted. In that 2 seconds You cant run, You cant cast other spells or attack enemy.

The main phylosophy to have same cast time and AP cost to summon imovable pets as summoning movable pets is just ridicolous.
The resummon must be bugged then, because on my magus i can resummon my demon from anywhere. On nordenwatch, ive been summoning my demon at spawn, and resummoning at mid.
The ap cost and cast time for the full summon are a bit much though :/

That's not working as intended then. I have seen that before where it allows you to summon from anywhere but it doesn't happen 100% of the time unless a dev changed it.

bloodi
Suspended
Posts: 1725

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

Post#127 » Mon Nov 09, 2015 9:17 pm

Renork wrote: That's not working as intended then. I have seen that before where it allows you to summon from anywhere but it doesn't happen 100% of the time unless a dev changed it.
I dont have mucb experience here on Ror, however from whipping people on t1 on my magus i can agree with this, resummon is unreliable at best.

I do however have quite a bit of experience as Engi on retail and if you think any issue will be solved by tweaking the turret/demon, you are in for a sad time.

Magus/engi have 3 available specs, single target, aoe pressure and close combat support.

Single target is gargabe, aoe pressure is neutered by cleanse and on top of that engi relies entirely on having Unshakable focus up and the close combat support relies entirely in a gimmick.

IF you want to adress issues, adress those, not something as unreliable as low hp inmovable pets.

grumcajs
Posts: 378

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

Post#128 » Mon Nov 09, 2015 9:39 pm

caelin360 wrote:
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.
lol. no. it isnt about turret at all.

this is all about mobility. its hard to understand but enemy mdps wont keep you alone to pew pew. even when u r playing engi and magus. unlike other rdps class u do not have relatively fast cast rotation as BW and sorc, nor do u have mobility, kiting tools, dmg on the move like SW and SH.

also u have to usually chase the target, target can los you, fall back, prekite etc. etc. when u r doing no dmg at all (even when we forget there is any grp cleanse that can make all your prepared dots go to hell while u reposition to new entrench place)

engi and magus do ok when in static battles - not too far behind SW and SH. but once u have to be mobile your dps is non-existed except dots that can be cleansed (or pretty much outhealed with 2 hots) and 1 insta cast ability.

there should be decided what playstyle engi and magus should perform cuz defensive rdps is fail. either boost their entrench long cast time abilities to make them deadly when kept unoposed from long distance or boost their mobility while keeping them at lower burst BUT with chance to provide some dps on the move.

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Sulorie
Posts: 7461

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

Post#129 » Tue Nov 10, 2015 6:50 am

Magus has 2 instant casts, one on a 3 sec cooldown. Magus are good at kiting, still they lost a lot with the cc nerf patch.
Dying is no option.

alexmilion
Posts: 1

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

Post#130 » Tue Nov 10, 2015 8:06 am

peterthepan3 wrote: Why not make the turrets/pets move? Seriously?
+1

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