Sulorie wrote:Bozzax wrote:jonathanmurphy3 wrote:TBH Magus DoTs just need their durations halved/damaged increased. DPS AMs should not be doing more damage via DoTs than a DOT-based DPS class. Never understood that.
+1
Possibly a few CDs reduced/removed so they could change targets and "assist" like all others in a group. Being able to target switch is pivotal for a class to be viable in a group. This is more or less why DD melee trains rule when you play the game of "weakest link"
Quoting you both because it is just wrong. Magus is fine dmg-wise, they even have useful tactics, even if the choices are limited. People just suck with them. It's a nice rdps for small scale roaming and less depended on heals unlike sorc.
DPS AM <IS> a DoT based class as well. The difference is, AM has weaker direct damage spells, while having more potent DoT's. Magus DoT's are not weaker in general, they only have not as much "strong" ones. Additionally their DoT duration is longer, reducing the damage of individual ticks.
Where I agree is, that no DoT cooldown should be higher than 10 sec, which is a problem for the Magus.
DoT's are immediate threat, but they become one, when healers are not responding to it. Furthermore they add baseline damage, stacked with direct damage spells. He has no heal debuff but this game is made around groups.
Another advantage of dots is, that they hide important debuffs.
DPS AMs have 3/4 potent ST DoTs, whereas Magus has BT, WS (and IB if you spec into the 50% crit dmg tactic).
DPS AMs also have a heal debuff. They can also heal.
I know Magus -can- deal good damage. But that is under pretty specific circumstances: a) not having WS dispelled; b) having their 20% dmg buff active from pet; c) not having half of their damage - a la DoTs - cleansed every second.
I have always been a firm believer that, given how long it takes for a Magus - when compared to other RDPS - to set up a good damage rotation, the Magus should put out a shittonne of SERIOUS damage; not fluff damage.
Magus DoTs hiding important debuffs is irrelevant, and the fact that their DoTs would be considered thus, i.e. debuff maskers, is indicative of how poor they actually were.
They can perform well in a 6-man group; but not as good as a Sorc. They don't perform very well in mass RvR (which the game purports itself to focus on), outside of one or two gimmicky utility spells, rendering their role as a 'DPS' null, void, and comical to say the least.
No class should have access to self-heals, much better utility AND similar DPS to a class designated 'DPS' as its archetype.