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[PTS] Magus a bit extreme

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buerdig
Posts: 34

Re: [PTS] Magus a bit extreme

Post#21 » Sun Jul 26, 2026 9:52 pm

Farrul wrote: Sun Jul 26, 2026 9:40 pm
buerdig wrote: Sun Jul 26, 2026 9:22 pm I keep reading the dps of this build, has anyone fought a magus running this glass cannon build other than the construct?
Magus always had strong singletarget DPS, with Surging power and this rotation its just going to delete people when handled by competent hands.

Check it out( it will be stronger now). Even lower wounds glass Magus can dominate because it has great CC to get away and kite, and strong def buffs like Aegis of orange flames.
https://youtu.be/V_YU0bK1r2U?t=77
Oh I know for sure that single target has been crazy strong. Ironically, every magus was in agreement that havoc was fine which is surprising, but I was looking at from the observation of 5/4 Sov,triumph, bloodlord weapon most likely, RR points and the spec using double crit chance from havoc/changling(no aegis). It just nobody really is mentioning feedback other than numbers on the construct.

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lumpi33
Posts: 622

Re: [PTS] Magus a bit extreme

Post#22 » Sun Jul 26, 2026 10:00 pm

buerdig wrote: Sun Jul 26, 2026 9:52 pm
Farrul wrote: Sun Jul 26, 2026 9:40 pm
buerdig wrote: Sun Jul 26, 2026 9:22 pm I keep reading the dps of this build, has anyone fought a magus running this glass cannon build other than the construct?
Magus always had strong singletarget DPS, with Surging power and this rotation its just going to delete people when handled by competent hands.

Check it out( it will be stronger now). Even lower wounds glass Magus can dominate because it has great CC to get away and kite, and strong def buffs like Aegis of orange flames.
https://youtu.be/V_YU0bK1r2U?t=77
Oh I know for sure that single target has been crazy strong. Ironically, every magus was in agreement that havoc was fine which is surprising, but I was looking at from the observation of 5/4 Sov,triumph, bloodlord weapon most likely, RR points and the spec using double crit chance from havoc/changling(no aegis). It just nobody really is mentioning feedback other than numbers on the construct.
You don't need the changing stuff. I would use it to have some AOE and maybe to stack more dots on tough targets but you can drop the changing points and the tactic, take aegis and a defensive 4th tactic. You would still have the same strong Havoc rotation.

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buerdig
Posts: 34

Re: [PTS] Magus a bit extreme

Post#23 » Sun Jul 26, 2026 10:12 pm

lumpi33 wrote: Sun Jul 26, 2026 10:00 pm
buerdig wrote: Sun Jul 26, 2026 9:52 pm
Farrul wrote: Sun Jul 26, 2026 9:40 pm
Magus always had strong singletarget DPS, with Surging power and this rotation its just going to delete people when handled by competent hands.

Check it out( it will be stronger now). Even lower wounds glass Magus can dominate because it has great CC to get away and kite, and strong def buffs like Aegis of orange flames.
https://youtu.be/V_YU0bK1r2U?t=77
Oh I know for sure that single target has been crazy strong. Ironically, every magus was in agreement that havoc was fine which is surprising, but I was looking at from the observation of 5/4 Sov,triumph, bloodlord weapon most likely, RR points and the spec using double crit chance from havoc/changling(no aegis). It just nobody really is mentioning feedback other than numbers on the construct.
You don't need the changing stuff. I would use it to have some AOE and maybe to stack more dots on tough targets but you can drop the changing points and the tactic, take aegis and a defensive 4th tactic. You would still have the same strong Havoc rotation.
Like I actually have been doing the numbers on 5 invader, onslaught gloves, DP back, 2 triumph with the new m2 siphon, possibly the new staff for speed bonus. Close quarters or sleight of hand instead of crit from changling. The range to initiate is much higher, while not as consistent as 5 SoV/4 Triumph, the sniping factor can be just as deadly albeit less flashy. Your mobility is also much higher.

coldhunter
Posts: 52

Re: [PTS] Magus a bit extreme

Post#24 » Sun Jul 26, 2026 10:26 pm

salazarn wrote: Sun Jul 26, 2026 8:45 pm Ye I can its called dodge and more ppl stack initiative and not willpower
Oh really? And what classes actually stuck INI except 2h tanks, lol? Its the least stucking stat in game. There’s no need to make up nonsense just to justify your fantasies.
And willpower is main stat for ALL healers in game.

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ppagli74
Posts: 4

Re: [PTS] Magus a bit extreme

Post#25 » Sun Jul 26, 2026 11:20 pm

The burst damage for the magus on the PTS is absolutely insane. I've never played the class before, but I managed to pull off a 3s burst of 10114 and a 1s burst of 7441.

I feel sorry for order melee players, if this goes live without changes. I can only imagine what an experienced magus player will be able to do.

Image

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vanbuinen77
Posts: 413

Re: [PTS] Magus a bit extreme

Post#26 » Mon Jul 27, 2026 12:11 am

Tested magus.

Seems okay now, mid tier.
Malificatium-Magus
Malificatiium-Shaman
Malificatiiium-Chosen
Unlimited-White Lion

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Demonito
Posts: 126

Re: [PTS] Magus a bit extreme

Post#27 » Mon Jul 27, 2026 1:15 am

Instant 20% buff from pet is too much imo
Was the core mechanic of the class, max stacks and keep it up (tbh it was kinda boring)
It's like giving sorc/choppa full rage without malus
Klling magus pet went from stupid to completely useless now
Ofc this is intended to help wb gameplay with mobility but had to be less broken solution
For ex : add a new pet that follows like a squishy flying turret/imp :mrgreen:
I also don't like the undefendable on +15% dmg dot
ImageImage

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Mishas
Posts: 12

Re: [PTS] Magus a bit extreme

Post#28 » Mon Jul 27, 2026 4:41 am

Demonito wrote: Mon Jul 27, 2026 1:15 am Instant 20% buff from pet is too much imo
Was the core mechanic of the class, max stacks and keep it up (tbh it was kinda boring)
It's like giving sorc/choppa full rage without malus
Klling magus pet went from stupid to completely useless now
Ofc this is intended to help wb gameplay with mobility but had to be less broken solution
For ex : add a new pet that follows like a squishy flying turret/imp :mrgreen:
I also don't like the undefendable on +15% dmg dot
The 20% does come with a positioning restriction + costs so its a fair trade i would say compared to Choppa/Sorc.

The undefendable is necessary due to the real problem maguses suffer from that is disrupt rates. Imagine spending a tactic on a mechanic that can be trashed by a simple disrupt/block and locked behind a 20s cd (luckily they changed this as well).
In any scenario other than 1v1 magic casters are far less effective than melee dps because they are easily pasively countered. Enemy healers have a natural default defensive advantage over them. Lets be honest, in any structured gameplay healers and squishy dps are primary targets. Any tank can HTL and increase the defenses of their ward against a ranged dps. When comparing the advatages and disadvantages of bringing melee dps vs ranged dps into the composition of a group, ranged dps, specially magic casters, are in a severe disadvantage.

These casters need to bring additional value to compensate for that. Current patch notes lack of providing Magus and Sorcerer of that.
Maguses don´t usually complain about damage numbers (although some skills could use a buff like seed of chaos) but about effectiveness. There are a few changes towards addressing this in the patch but not enough.

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M0rw47h
Posts: 1116

Re: [PTS] Magus a bit extreme

Post#29 » Mon Jul 27, 2026 6:22 am

ppagli74 wrote: Sun Jul 26, 2026 11:20 pm The burst damage for the magus on the PTS is absolutely insane. I've never played the class before, but I managed to pull off a 3s burst of 10114 and a 1s burst of 7441.

I feel sorry for order melee players, if this goes live without changes. I can only imagine what an experienced magus player will be able to do.

Image
Imho, dps and burst potential should be tied to range (risk - reward) : melee > 25-30 ft > 65 ft > 100 ft, ergo ST Magus and Engi should be one of the lowest burst specs.

lumpi33
Posts: 622

Re: [PTS] Magus a bit extreme

Post#30 » Mon Jul 27, 2026 7:13 am

Demonito wrote: Mon Jul 27, 2026 1:15 am Instant 20% buff from pet is too much imo
Was the core mechanic of the class, max stacks and keep it up (tbh it was kinda boring)
It's like giving sorc/choppa full rage without malus
Klling magus pet went from stupid to completely useless now
Ofc this is intended to help wb gameplay with mobility but had to be less broken solution
For ex : add a new pet that follows like a squishy flying turret/imp :mrgreen:
I also don't like the undefendable on +15% dmg dot
Yeah, something feels off with the pets. They can pump their damage to easily. Most other damage boosts are limited to 10s like the SWs Vengeance or the Maras Mutated Aggressor and they have rather long cooldowns. As a Magus/Engi you put down the pet and boom have unlimted 20% boost as long as you don't move. Even if you move you can just call your pet over or make a new one.

Suggestion: Cut the 20% damage boost from the pet in half and add something else in return. Like 10% more damage, 5% less chance to be disrupted (Magus), dodged (Engi). Or 10% more damage, 10% more crit damage. Something like that.

The Withering Soul / Signal Flare is also an issue. Compare it:

Withering Soul / Signal Flare: 15% damage bonus to everyone, outside the group and including you, 15s duration. Triggered by ability.
Infernal Gift tactic of the Sorc: 10% damage bonus for the group but not for you, 25% chance to trigger by ability. 10s
Leading Shots tactic of the SW: 10% crit bonus for the group but not for you, after a crit. 10s

All 3 can be kept up almost 100% of the time which is something I don't really like and WS/SF is obviously the strongest there. Followed by Infernal Gift, followed by Leading Shots.

Suggestion: If WS/SF stays a bonus for everyone then the bonus needs to be reduced to 5% max. If it gets limited to group including Magus/Engi then max 7-10%.

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