Re: [Feedback] Engineer / Magus Changes
Posted: Sat Dec 10, 2016 12:51 am
i fell that the bonusess are off the line for both mid range and aoe turrets/deamons.
While the dmg increase and range increase are ok for a super static build
Be bind to the pet for be mobile and loose all the range increase is bad; one of the problem of the mid path was be too near, the range made the range more affordable if you are static but now that the range buff is gone from mid path is not worth speccing it anymore.
To put it simple the 40% dmg buff should remain but being more proportional the nearer you are the enemy. But this would probably make long range build wosrt so then it's better leave to all build the 40% buff but also give a seconday eff based on the turret deamon.
Whatever bind this effect or not to the deamon depend from the effect itself and how the dmg buff stack get loose, the faster they get loose the more then the secodnary eff should be not bind to the character. So in the first case the first path is workign as intended and is the best optimized now.(dmg issue are another matter, the path is working in his context)
2nd path lack either a range increase or a total freedom of movement, as it stand now i had better chance with mid path when there was the range increase, mixing both 1rst and 2nd path was more rewarding with pink horror since double debuff on both resistence and more tools.
If i have to be bind to have less range and be able to move then i can't use fine the 1rst path skill because no ele debuff then i need to not be bind to my pet for move while casting.
3rd path it's just wrong, i can say that if those bonuses stack with hold the line then there is something wrong; becuase a 70% dodge/disrupt with out invest nothing is crazy.
For what i think pet skills alredy bind you to a playstile so the second and 3rd pet should be different;
- second pet: it should allow you to cast every skill on the move because you loose the range buff and becuase you have no ele/armor debuff from pet so it dosen't matter if you can cast alls kill from first path; you have no debuff or another class need to supply from it.
-third pet: an avoidance buff is out of question for both engi/magus; they alredy are the higer armored caster.
So something like:
1-40% dmg buff / 40% range buff
2-40% dmg buff / cast while move
3-40% dmg buff /???
i'd say that my main skill as magus for aoe/spiritual need to be spam vs bw/sorc have all channeling so maybe a CD increase immunity? This will make playable the aoe in every situation just like are sorc/bw with out buff to the stratosphere engi/magus
@aza the cultrip of magus
bad performance is the indigo bleu fire, i stopped use after i found i can do more crits with more hits x GCD or i have more burst with 1rst path. The skill is cross mirrorerd with bw channeling but have a bad secondary eff ( bw give snare for all duration making kill easier while magus give ya ap IF you kill the target and you need anyway ap tactic if you go for mid path so the ap is like useless becuase you have problem kill not spam) and the overall dmg is lower if i not mistake; bw tooltip description is not really clear about it ( also consider that magus have a inferior meccanic so it should have a higer value every 2 sec most likely the double of bw). Then also engi have more burst as a sorc does, then magus should have a rkd or a heal debuff which also lead to the usuall problem, destru have no rkd (magus have some common elements with bw ( ignoring disrupt is the main, but not have rkd or a heal debuff and also a bad channeling kill the class; at that point you either give him more burst as angi/sorc or either give him rkd/h-debuff as a bw).
Wich is not even true because for every dmg less than a sorc it does, bw also have funnel power to close the gap and anyway, burst that can dmg reduced lead nowhere, with out heal debuff becuase guard exist. So definetly magus need one or both those tools on mid path.
While the dmg increase and range increase are ok for a super static build
Be bind to the pet for be mobile and loose all the range increase is bad; one of the problem of the mid path was be too near, the range made the range more affordable if you are static but now that the range buff is gone from mid path is not worth speccing it anymore.
To put it simple the 40% dmg buff should remain but being more proportional the nearer you are the enemy. But this would probably make long range build wosrt so then it's better leave to all build the 40% buff but also give a seconday eff based on the turret deamon.
Whatever bind this effect or not to the deamon depend from the effect itself and how the dmg buff stack get loose, the faster they get loose the more then the secodnary eff should be not bind to the character. So in the first case the first path is workign as intended and is the best optimized now.(dmg issue are another matter, the path is working in his context)
2nd path lack either a range increase or a total freedom of movement, as it stand now i had better chance with mid path when there was the range increase, mixing both 1rst and 2nd path was more rewarding with pink horror since double debuff on both resistence and more tools.
If i have to be bind to have less range and be able to move then i can't use fine the 1rst path skill because no ele debuff then i need to not be bind to my pet for move while casting.
3rd path it's just wrong, i can say that if those bonuses stack with hold the line then there is something wrong; becuase a 70% dodge/disrupt with out invest nothing is crazy.
For what i think pet skills alredy bind you to a playstile so the second and 3rd pet should be different;
- second pet: it should allow you to cast every skill on the move because you loose the range buff and becuase you have no ele/armor debuff from pet so it dosen't matter if you can cast alls kill from first path; you have no debuff or another class need to supply from it.
-third pet: an avoidance buff is out of question for both engi/magus; they alredy are the higer armored caster.
So something like:
1-40% dmg buff / 40% range buff
2-40% dmg buff / cast while move
3-40% dmg buff /???
i'd say that my main skill as magus for aoe/spiritual need to be spam vs bw/sorc have all channeling so maybe a CD increase immunity? This will make playable the aoe in every situation just like are sorc/bw with out buff to the stratosphere engi/magus
@aza the cultrip of magus
bad performance is the indigo bleu fire, i stopped use after i found i can do more crits with more hits x GCD or i have more burst with 1rst path. The skill is cross mirrorerd with bw channeling but have a bad secondary eff ( bw give snare for all duration making kill easier while magus give ya ap IF you kill the target and you need anyway ap tactic if you go for mid path so the ap is like useless becuase you have problem kill not spam) and the overall dmg is lower if i not mistake; bw tooltip description is not really clear about it ( also consider that magus have a inferior meccanic so it should have a higer value every 2 sec most likely the double of bw). Then also engi have more burst as a sorc does, then magus should have a rkd or a heal debuff which also lead to the usuall problem, destru have no rkd (magus have some common elements with bw ( ignoring disrupt is the main, but not have rkd or a heal debuff and also a bad channeling kill the class; at that point you either give him more burst as angi/sorc or either give him rkd/h-debuff as a bw).
Wich is not even true because for every dmg less than a sorc it does, bw also have funnel power to close the gap and anyway, burst that can dmg reduced lead nowhere, with out heal debuff becuase guard exist. So definetly magus need one or both those tools on mid path.