Stationary DPS...seems like an invalid argument for an archetype that is not useful in any other place other than on a keep wall. There aren't many fights where you sit still the entire time and magus is always a prime target so you have to move to stay alive or to kill. I don't care enough to post a long argument in the balance forum to buff magus nor do I need buffs to play my class efficiently...and I usually test my builds 100x in a style that works for me. I work with what I have and I always have. If magus is so amazing, why are there still so few? Of those few, why are there are only a few worth mentioning at all? You can , literally, swap ANY rdps for a better return than you get from magus. The damage and range was never an issue with magus imho...it's the lack of utility in a so-called utility class.Renork wrote:You could argue that every ability in this game was overly godly near release since not a lot of people knew the basics of the game, lacked armor, resists, etc... you could spam cleave soul on a DoK and things would die.Tankbeardz wrote:Back near release...it was an amazing ability. But it has been fluff for a long time...I can't say I agree with these changes but I'll continue to play my gimp class and enjoy it.peterthepan3 wrote:
Haha IKR. The lack of an aoe ele debuff is a factor. But it will be nice fluff damage/situational usage in keep defences for leeching KBs.
also looking cool and being crap is the magus' niche!
Magus is now "officially" a stationary dps class and is far from being gimped at this point. My personal preference was to orient the class towards utility but having BoC on a 5cd and a total of 40% extra damage + 40% extra range means that the class should not receive any more significant buffs (plus demons are working as intended now). Believe me, If crit was easier to access, then people would not be happy with the magus class :^)
1. 2 GCDs and a tactic slot for an "instant" KD
2. Morale 1 for a range snare - melee snare is fun but not useful since you are snared if you are in range of, pretty much, any class
3. No heal debuff
3. 2 second cast disarm
4. 3 second cast for burst damage...BOC should be 3...but that is it
5. The added anti stagger buff they received on live is generally useless right now - and I actually used it on live.
Changes to any of those (no not all) would make a better impact imo. Don't get me wrong...I'm not crying. I just disagree with the changes...leave it at that.
I also disagree with the range change to engi...but I'm not going to go into all of that.