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Re: Stealth Nerf to Magus Damage?

Posted: Sun Aug 09, 2026 4:17 pm
by chook06
Farrul wrote: Sun Aug 09, 2026 3:38 pm
chook06 wrote: Sun Aug 09, 2026 2:21 pmSimply saying that Magus is "overpowered" without specifying the spec, the context, and the conditions required to achieve those results doesn't really add much to the discussion.

Yes, single-target is strong, nobody is denying that. But that spec suffered from one major issue: lack of mobility. In team play, having 2-second casts is a real constraint. Fights evolve extremely quickly: the target or situation you chose at the beginning of the cast may no longer be the right one two seconds later.

And more importantly, Magus doesn't deliver its big damage instantly. It relies on a relatively long sequence, with damage that has to be built up over time. Yes, it can hit very hard, but there are several constraints involved in actually reaching those numbers. Looking only at the final damage number without considering how it was produced gives a very incomplete picture of reality. And that's without even mentioning pet management... Anyway.
Sure this one easy. The context in which Magi is broken is the singletarget DPS ratio to how well it can survive, if it squisher it would be alright ( like the ST Engineer).

It can literally blow players away in seconds from 110ft range, whilst having too much survivability for these damage capabilities.

First take a look at the magis tools, top tier CC, aoe KD, snares etc. Very strong self-buffs ( 800 armor, 300+ all resistances). Magic based itemization meaning it doesn't build any Weapon Skill and this is PRECISELY WHY the mirror class, the Engineer is balanced, since it's a fragile glass-cannon if it ever whish to have Magi levels of DPS.

Even if Magi goes glass-cannon stacking around 58-59% crit chance, it will have around 2,9-3k armor in BIS, easily 10-11k wounds with the activation of 1 button (Aegies of orange flames). A pet which applies strong debuffs etc.

As for your final point, this isn't true. Magi rotation doesn't take long at all and it can literally kill players before you even reach to its feet, you don't even need a full rotation to kill stuff since they melt already from the dots and the 370 debuff the pet applies( which the Magi doesn't even use a GCD to apply).

Hence they are roaming abominations with this patch notes, just a different version of the ''Def WE'' it replaced. (Yes i know DPS Runepriests are OP before any destro starts the QQ, but that is a separate topic).
Unfortunately, you're wrong on quite a few points.

I'm playing in BiS gear, and I actually have both possible BiS setups for maximizing damage. In PBAoE, you don't get much higher than around 43% crit. So we're nowhere near the 58% mentioned.

It seems like you're approaching this from a solo perspective, or perhaps you're including the tactic that gives +15% crit for the ranged tree. If that's the case, nothing has really changed compared to what was already possible before the patch, so it's not particularly relevant when evaluating the current changes.

Regarding the DoTs you mention before even reaching the Magus: in group play, they're easily compensated for by healers through HoTs and absorbs. Those DoTs are primarily setup tools used to feed the Spirit damage engine, nothing more. Their individual ticks are very low compared to other abilities.

So we're back to the same issue: fluff damage. It makes the numbers on the scoreboard/parser look impressive, but that doesn't necessarily mean the damage is actually having a meaningful impact on the fight.

Another important point: against fully geared and optimized groups, you simply cannot build a Magus that is both highly durable and capable of dealing serious damage.

You have to make a choice.

Either you build for survivability, in which case your DPS hits like a wet noodle, or you actually optimize for damage, in which case you inevitably become much more fragile.

Yes, Aegis is nice, but don't forget that it can be dispelled. The same applies to the armor buff, the DoTs, and several of the tools the Magus relies on.

So, looking at individual abilities or raw numbers without considering the required build, the defensive sacrifices, dispels, enemy healing, and above all the group-play context gives a very distorted picture of the class's actual power.

Re: Stealth Nerf to Magus Damage?

Posted: Sun Aug 09, 2026 4:53 pm
by Kanser
Dude go check engi who has to go 700 wounds / 18% incoming crit chance for making comparable ST numbers

Don't even try with this. Magus was stronger before patch and is way stronger now. Deal with it and enjoy it

Re: Stealth Nerf to Magus Damage?

Posted: Sun Aug 09, 2026 5:07 pm
by Farrul
chook06 wrote: Sun Aug 09, 2026 4:17 pmUnfortunately, you're wrong on quite a few points.

I'm playing in BiS gear, and I actually have both possible BiS setups for maximizing damage. In PBAoE, you don't get much higher than around 43% crit. So we're nowhere near the 58% mentioned.
Why are we talking about PBAoE when i literally stated ST dps to survival ratio, on the PST server i had a Magus with exactly those stats, 59% crit, around 2,9-3k armor and 9k wounds ( 11k with Aegis) and i did not min/max perfectly. Either one of the two has to drop if they are going to be considered balanced. The CC capabilities must also be considered with those stats in mind.
chook06 wrote: Sun Aug 09, 2026 4:17 pmIt seems like you're approaching this from a solo perspective, or perhaps you're including the tactic that gives +15% crit for the ranged tree. If that's the case, nothing has really changed compared to what was already possible before the patch, so it's not particularly relevant when evaluating the current changes.
Solo is an option, indeed Magus is op and self sufficient. However the statement is ST dps to survival ratio which means its going to stay that way regardless if the Magus is solo, is duo with a Zealot friend or like the zillion RDPS, is shooting in a large BloB fight ( which seems to be most of the time, what the server is doing).
chook06 wrote: Sun Aug 09, 2026 4:17 pmSo we're back to the same issue: fluff damage. It makes the numbers on the scoreboard/parser look impressive, but that doesn't necessarily mean the damage is actually having a meaningful impact on the fight.

Its not fluff damage when you ''evaporate'' from 110ft and do it from a platform that ( when skilled) have superb defensive utility. In certain context this toon is OP, in others it may not be able to use the OP factor to its advantage because of the group dynamic.

As for AOE Magus, i actually thought it was strange devs didn't improve it( likewise Engineer).
chook06 wrote: Sun Aug 09, 2026 4:17 pmAnother important point: against fully geared and optimized groups, you simply cannot build a Magus that is both highly durable and capable of dealing serious damage.

You have to make a choice.

You dont have to build it, it comes naturally with the BIS and abilities of Magus, that's the problem i am referring to since its imbalanced compared to similar classes. But in this specific context it may not translate to an actual advantage since it favors mdps, fast moving tanks that hit the backlines etc. ST Engineer would face the same problems without the Magic itemization none Weapon skill requirement of the Magus.
chook06 wrote: Sun Aug 09, 2026 4:17 pmEither you build for survivability, in which case your DPS hits like a wet noodle, or you actually optimize for damage, in which case you inevitably become much more fragile.

Yes, Aegis is nice, but don't forget that it can be dispelled. The same applies to the armor buff, the DoTs, and several of the tools the Magus relies on.

So, looking at individual abilities or raw numbers without considering the required build, the defensive sacrifices, dispels, enemy healing, and above all the group-play context gives a very distorted picture of the class's actual power.
How much would you optimize for damage, isn't softcap mainstat enough and 59% crit chance? You dont need weapon skill like other classes(Engineer) or two tactics dedicated to armor penetration( engineer).

So Magi has lots of space to maneuver for build prioritization, hence my Magus on PTS had the stats i mention above, forget this on engineer or SW. Now they also got a teleport ability to compliment the best possible CC for a RDPS.

Re: Stealth Nerf to Magus Damage?

Posted: Sun Aug 09, 2026 5:11 pm
by Farrul
Kanser wrote: Sun Aug 09, 2026 4:53 pm Dude go check engi who has to go 700 wounds / 18% incoming crit chance for making comparable ST numbers

Don't even try with this. Magus was stronger before patch and is way stronger now. Deal with it and enjoy it
Yeah exactly, i think my BIS Engineer on the PTS could reach 8,3k wounds. Literally no toughtness etc. Its a huge difference compared to Magi.

Re: Stealth Nerf to Magus Damage?

Posted: Sun Aug 09, 2026 5:18 pm
by chook06
I'm only talking about AoE or PBAoE. I don't play solo or single-target, as I mentioned earlier.

Re: Stealth Nerf to Magus Damage?

Posted: Sun Aug 09, 2026 5:29 pm
by Mishas
Why every Magus thread keeps getting hijacked by the same whining again and again?

When, in the history of RoR, has a Magus posed a threat in a group content? N E V E R. No ST (Strong ST without access to Heal debuff? Really?), small AoE burst and no unique utility (maybe rifting on the rare ocassions where it was not bugged as it has more range than choppa's)

Magus is only strong due to its toolbox which makes him a quite good solo roam character, a nice addition for PvE parties and a nice to have utility provider for a WB but that is it. In group content, the toolbox is overshadowed by Chosen + Choppa combinations. I really would like those people complaining about maguses to post some videos or gameplay (other than solo roaming) where the magus is overperforming. I used to consider AoE dot pressure a good enough role for Magus but with the current disrupt/block rates, is more than ever fluf damage for the most part.

Do not get me wrong, its a fun class to play and it feels different RDPS playstyle over Sorc and SH.

Yes, Magus >> Engineer for the most part but that is a different issue tbd in a different thread if you want.


Regarding the topic of the thread:
Where did you notice the damage nerf? Which skills?

Re: Stealth Nerf to Magus Damage?

Posted: Sun Aug 09, 2026 5:35 pm
by Farrul
chook06 wrote: Sun Aug 09, 2026 5:18 pm I'm only talking about AoE or PBAoE. I don't play solo or single-target, as I mentioned earlier.
In this context i agree with you. I think both Magi and Engineer could use some sort of DPS improvement( Napalm/Magi equivalent seems useless etc due to stack rules).

Re: Stealth Nerf to Magus Damage?

Posted: Sun Aug 09, 2026 5:44 pm
by rorswar
Farrul wrote: Sun Aug 09, 2026 5:11 pm
Kanser wrote: Sun Aug 09, 2026 4:53 pm Dude go check engi who has to go 700 wounds / 18% incoming crit chance for making comparable ST numbers

Don't even try with this. Magus was stronger before patch and is way stronger now. Deal with it and enjoy it
Yeah exactly, i think my BIS Engineer on the PTS could reach 8,3k wounds. Literally no toughtness etc. Its a huge difference compared to Magi.
Engy has to stack WS. Magus doesn’t. Guildies play def Magus with 1k TGH and see little difference in their damage.

Re: Stealth Nerf to Magus Damage?

Posted: Sun Aug 09, 2026 6:10 pm
by Farrul
rorswar wrote: Sun Aug 09, 2026 5:44 pmEngy has to stack WS. Magus doesn’t. Guildies play def Magus with 1k TGH and see little difference in their damage.
Yep, and that seems balanced to you? The magic itemization has always been a concern in RoR, something never properly addressed.

If the engineer had corporeal based singletarget tree, with equivalent tools like the Magi, likewise it would have been OP (No AA, obviously).

Re: Stealth Nerf to Magus Damage?

Posted: Sun Aug 09, 2026 6:13 pm
by Lion1986
Farrul wrote: Sun Aug 09, 2026 6:10 pm
rorswar wrote: Sun Aug 09, 2026 5:44 pmEngy has to stack WS. Magus doesn’t. Guildies play def Magus with 1k TGH and see little difference in their damage.
Yep, and that seems balanced to you? The magic itemization has always been a concern in RoR, something never properly addressed.

If the engineer had corporeal based singletarget tree, with equivalent tools like the Magi, likewise it would have been OP.
Am I wrong or with new patch engi riflemen got tactic to make corporeal damage with shot ?