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The Magus/engi buff

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Lektroluv
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Posts: 243

Re: The Magus/engi buff

Post#111 » Mon Oct 10, 2016 11:56 pm

Penril wrote:The only problem with Magus/Engi range I have is on certain skills, like Land Mine and Napalm. If you activate it out of the max range, nothing happens (as expected) but the skill still goes on CD.

It... sucks :(

This happend too with Zealot floor rituals, if your mark is out of range and you use the ability, nothing happend, and the CD start, leaving skil useless for 30 seconds
Last edited by Lektroluv on Tue Oct 11, 2016 12:08 am, edited 1 time in total.

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peterthepan3
Posts: 6509

Re: The Magus/engi buff

Post#112 » Tue Oct 11, 2016 12:06 am

Yeah the stagger range thing is a bit mehhh sometimes.

Honestly feel that the engi armor debuff/magus ele debuff should be instacasts, given that we are reliant on a stationary pet to debuff our respective damage type (3 seconds on a pet ability to get an elemental debuff is silly). What do you guys think?
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ToXoS
Posts: 671

Re: The Magus/engi buff

Post#113 » Tue Oct 11, 2016 12:19 am

peterthepan3 wrote:Yeah the stagger range thing is a bit mehhh sometimes.

Honestly feel that the engi armor debuff/magus ele debuff should be instacasts, given that we are reliant on a stationary pet to debuff our respective damage type (3 seconds on a pet ability to get an elemental debuff is silly). What do you guys think?
I totally agree.
Also, your words about swapping IFOC and firestorm on the paths is not a bad idea at all imo.
Of course the damage type of both abilities should be changed, but this ability swap will allow the magus to be more specialized.
And for AoE spec magus, casting the firestorm after the mist sounds like a good thing too.

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drmordread
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Re: The Magus/engi buff

Post#114 » Tue Oct 11, 2016 1:33 am

peterthepan3 wrote:
drmordread wrote:Because I never played a Magus in t4, what abilities, tactics, and morales does the magus have that the engi does not?

I ask because as we know Mythic gave something special to everyone. Granted if it is not in the cookie cutter spec most people will not use it. But if the engi has a heal turret, what does the magus have that the engi does not? And will that something be OP once the engi heal barrel is gone?
Magus has a significantly large wounds buff that lasts for 30 seconds, and also has a chance to damage anyone who hits you during this time for damage.

Barrel doesn't need to go. It's very, very niche and has specific uses. People need to stop whining.

Magus has a 50% crit damage tactic on certain abilities, M3 stagger, M1 snare, a channeled ability that is similar to Archmage's Searing Touch (that restores a lot of AP if the target is killed during it), a toughness buff (basically Rugged), 2 +15% crit tactics, and a channeled long-range AOE ability (similar to Pit of Shades).
TY ...
Looks like after I level everything on order I am going to have to level my Magus. Sounds like fun
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Karast
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Re: The Magus/engi buff

Post#115 » Tue Oct 11, 2016 2:05 am

As a long time engi player I just don't understand the majority of the complaints.

All the changes are allowing is the range to get 1 maybe 2 extra casts off, and the ability to run with 1 less tactic.

The 20% overall damage increase is nice, but it is not OP by any means. It does jack all in most premade situations because the enemy will not let you stand still long enough to spam 2-3s casts just like any other ranged dps.

The only real difference now is that if fully setup and fighting enemies that don't LoS you can get maybe a snipe, and then a gunblast off before something gets in range.

If you are in a pug scenario or at a keep and unhealed you will die. But you will die to everything just the same, you would have died to the old snipe too. If you are not in a group, you are going to die.

Half of the engi's and maguses running around are not even subtle about it yet. They stand on BO flags, and easy to charge / los positions. The only reason they are getting kills is that people are charging them solo, in a way that they'd never charge a BW/SORC, or a SH / SW. You can't treat engi / magus like the semi free kills they were before, but even then it's not hard to destro an engi / magus.

All it takes to shut down an engi / magus is a tank with HTL and group cleanse. Snipe / BoC is not enough alone to kill someone, also if you are being 1 shot by morale 2 snipe you need to check your gear and level for that tier, because if an engi can 1 shot you, I guarantee a SW, and BW can too!. Heaven forbid a WH / SL running a proc setup.

People can moan about M2, and it is a pretty cheese morale. I accept that, and most SW / SH accept that too. It is a horrible crutch that we are really forced to use to get kills in premade situations, because good luck doing any type of dps to armor stacking doks, tanks, and guarded dps. WS is a garbage stat, so we are forced to be reliant to use a cheesy morale to spike in most premade situations. I would prefer not to have morale 2, to be able to consider other builds, other abilities, but it really is mandatory.

ToXoS
Posts: 671

Re: The Magus/engi buff

Post#116 » Tue Oct 11, 2016 2:23 am

Karast wrote:As a long time engi player I just don't understand the majority of the complaints.

All the changes are allowing is the range to get 1 maybe 2 extra casts off, and the ability to run with 1 less tactic.

The 20% overall damage increase is nice, but it is not OP by any means. It does jack all in most premade situations because the enemy will not let you stand still long enough to spam 2-3s casts just like any other ranged dps.

The only real difference now is that if fully setup and fighting enemies that don't LoS you can get maybe a snipe, and then a gunblast off before something gets in range.

If you are in a pug scenario or at a keep and unhealed you will die. But you will die to everything just the same, you would have died to the old snipe too. If you are not in a group, you are going to die.

Half of the engi's and maguses running around are not even subtle about it yet. They stand on BO flags, and easy to charge / los positions. The only reason they are getting kills is that people are charging them solo, in a way that they'd never charge a BW/SORC, or a SH / SW. You can't treat engi / magus like the semi free kills they were before, but even then it's not hard to destro an engi / magus.

All it takes to shut down an engi / magus is a tank with HTL and group cleanse. Snipe / BoC is not enough alone to kill someone, also if you are being 1 shot by morale 2 snipe you need to check your gear and level for that tier, because if an engi can 1 shot you, I guarantee a SW, and BW can too!. Heaven forbid a WH / SL running a proc setup.

People can moan about M2, and it is a pretty cheese morale. I accept that, and most SW / SH accept that too. It is a horrible crutch that we are really forced to use to get kills in premade situations, because good luck doing any type of dps to armor stacking doks, tanks, and guarded dps. WS is a garbage stat, so we are forced to be reliant to use a cheesy morale to spike in most premade situations. I would prefer not to have morale 2, to be able to consider other builds, other abilities, but it really is mandatory.
People will always complain when a change is not on their favor.
It was somehow a brutal change for everybody, both magus/engie and the other classes.
I'm sure people will stop complaining soon and adapt to these changes.

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catholicism198
Posts: 1092

Re: The Magus/engi buff

Post#117 » Tue Oct 11, 2016 6:15 am

ToXoS wrote:
Spoiler:
Also, some feedback about the recent patch:
The fact that the classes loose 4 buff stacks when the pet is killed or re-cast is really restrictive.
That's good.
Now you have to watch out ten times more the state of your stacks and your pet.
The classes have lost their little mobility once again.
Technically they haven't lost any mobility. The career is still the same now as it was before. They just buffed two things.
Your old play style is still as viable now as it was before.
peterthepan3 wrote:
Spoiler:
Yeah the stagger range thing is a bit mehhh sometimes.

Honestly feel that the engi armor debuff/magus ele debuff should be instacasts, given that we are reliant on a stationary pet to debuff our respective damage type (3 seconds on a pet ability to get an elemental debuff is silly). What do you guys think?

Maybe they can reduce the cast time in half, as well as the dmg it deals...seems fair.

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peterthepan3
Posts: 6509

Re: The Magus/engi buff

Post#118 » Tue Oct 11, 2016 9:51 am

I can't speak on behalf of the Engineer, but the Magus pet resist debuff does very little damage as it is. Even reduced cast time would be cool as 3 seconds is absurd.
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ToXoS
Posts: 671

Re: The Magus/engi buff

Post#119 » Tue Oct 11, 2016 2:31 pm

catholicism198 wrote:
ToXoS wrote:
Spoiler:
Also, some feedback about the recent patch:
The fact that the classes loose 4 buff stacks when the pet is killed or re-cast is really restrictive.
That's good.
Now you have to watch out ten times more the state of your stacks and your pet.
The classes have lost their little mobility once again.
Technically they haven't lost any mobility. The career is still the same now as it was before. They just buffed two things.
Your old play style is still as viable now as it was before.
peterthepan3 wrote:
Spoiler:
Yeah the stagger range thing is a bit mehhh sometimes.

Honestly feel that the engi armor debuff/magus ele debuff should be instacasts, given that we are reliant on a stationary pet to debuff our respective damage type (3 seconds on a pet ability to get an elemental debuff is silly). What do you guys think?

Maybe they can reduce the cast time in half, as well as the dmg it deals...seems fair.
By "mobility" I meant "being able to deal decent damage even on the run" by keeping the buff stacks even while moving.
I suggest to you to read the entire thread before replying. You have nothing to learn me about the recent patchs.

The elemental debuff of the pink horror deals no real damage. Reducing this damage in half, double it or even reducing it to 0 will not change anything.

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Koensol
Posts: 22

Re: The Magus/engi buff

Post#120 » Tue Oct 11, 2016 4:11 pm

I can definately understand the reason for giving engi/magus this buff. Where before they were often a free kill for me, now I really have to watch myself. Good change.

The thing that annoys me though is the fact how easy it is to abuse terrain for them with the range increase. WAR isn't exactly know for smooth and easy to navigate terrain. Getting stuck is easy and trying to run/jump your way up a broken wall (KE sc), ruin or broken down house (Praag rvr lake) can be a very frustrating experience. An engineer can continually put dots and direct damage on you while you frustratingly struggle to navigate through the clunky terrain with its invisible hitboxes to get to your foe. Sometimes there is just no chance in hell to get even one hit on the engi, even when attacking with 2 people.

Sure, this is in no way the engineers fault, but with the range buff this just becomes that much more easy to abuse. Especially when there is no way to stay out of LOS when approaching or when the engi has posititioned himself in a chokepoint.

The buff itself is mostly fine and justified imo, but this is a particular downside that gives me a massive headache.

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