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[PTS] Magus a bit extreme

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lemao
Posts: 459

Re: [PTS] Magus a bit extreme

Post#71 » Thu Jul 30, 2026 10:58 pm

Astropunk wrote: Thu Jul 30, 2026 9:25 pm
lumpi33 wrote: Thu Jul 30, 2026 10:12 am
salazarn wrote: Thu Jul 30, 2026 9:33 am The fact u bring that up only shows how intelectually dishonest players are willing to be when their class is at stake.
Agree.

Magus has been a power house for years now. They didn't really need buffs for their single target damage. What they needed was a quality of life change for the pet in fast paced orvr where you constantly move. The engis have the same issue there. Has that been fixed? Hmm, a little with the instant 20% damage stack from the pet. I think there would have been better options to make it more mobile but in the end it is a stationary class so I guess it is fine.
salazarn wrote: Thu Jul 30, 2026 9:33 am The poitn you should have mentioned is auto attacks. Casters do not get them. That is the supposed reason why weaponskill is valid.
The Engi has auto attacks while the Magus has not. Does it make Engi better than Magus because of this? Not at all. You can ask any player that has a BIS Magus and BIS Engi and they all gonna tell you the same thing: Magus is better in damage and survivability.

They have that missing auto attacks integrated into their damage, like SWs have it integrated into their damage because they don't have a pet like SHs.

You really can't pick single things out and think it makes one or the other better. You have to play both to see how they do overall.

So how will it be after the patch?
ST: I think Magus has a clear edge here. It is currently stronger on live and that gap will widen after the PTS patch. The new Swift Flames is huge.
Ranged AOE: I think Magus has still the edge because of the additional dot from Infernal Pain and the 15% more crit damage from SOV.
Close AOE: Here the Engi could have an edge now but I haven't tested that.
Survivability: I guess this point still goes to Magus as well. They don't have weaponskill on their armor pieces, so more of others. They got a teleport. Don't know, did Engi get anything?

That's my view.
I have BIS engineer (Gadeet) and BIS magus (Rayfinkle) and this person doesn't speak for me. It seems they have not played both classes extensively. They are likely a mostly order player with these arguments (that's why they don't communicate their characters). I think that both classes will be very strong after the patch. I prefer the ST engineer for damage because the sequence of abilities to score a kill is shorter, easier, and the auto attacks help. You are also more effective than a magus against targets you normally select. Magus have trouble with lower armored targets comparatively. The magus sequence is more powerful but takes a long time (5 abilities including a 3 second cast and a channel with a longer cooldown). Magus are also more "visible" because the channel is very bright and obvious. Engineers are much better are killing targets that don't realize they are in trouble.

The new changes will allow an engineer to run the sequence on any target they want very easily because the cooldowns will never be an issue, this is a huge change positively. They also improved snipe. The magus will always be less able to kill as many because of the channel cooldown and reliance on bolt of change.

These differences with the magus having a longer more powerful sequence better against armored targets with longer cooldowns versus an engineer being superior with a shorter sequence against lower armored targets is what makes the game fun to play. They are both good and both will be good after, I see no balance issue with any of the changes on both sides for this patch. It is a good patch for both.
Spot on.
First reasonable comment reading this topic.

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Gargis
Posts: 76

Re: [PTS] Magus a bit extreme

Post#72 » Thu Jul 30, 2026 11:11 pm

These differences with the magus having a longer more powerful sequence better against armored targets with longer cooldowns versus an engineer being superior with a shorter sequence against lower armored targets is what makes the game fun to play. They are both good and both will be good after, I see no balance issue with any of the changes on both sides for this patch. It is a good patch for both.

That makes no sense at all. The magus will debuff high and low armor targets the same and works with a different mitigation table. What matters is toughness, and in that respect, magus will do just as well as engi, bar disrupts vrs dodge. Our test on PTR, is that a magus can pull off the same rotation q 10s and with tactic with mild less dps to q 8s.

The engi only gets its big Kuhuna dps q 60s based on CD. In that regard, Magus> engi on most targets most of the time.

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