Magus thoughts on rift fixes and mechanics
Posted: Sat Aug 26, 2017 6:30 pm
The purpose of my post is to hear other magus opinions.
I don't really rift anymore and don't feel the ability really shines on its own in the current magus mechanics. The whole distance adjustments between pet types, damage types, abilities, and how long it takes to build your damage should have better synergy. The blue pet appears to be more of a close quarter pet centered on rifting and widen damage, yet it cuts the range on everything and so you literally in the mid of the action hanging like a pinata the whole time. The change while a fix I feel was for something not really even used/abused/realized in the current format because the overall build is not very effective. AOE damage rift spec seems to suck and now even if you could pull more people into a ring its not like it use to be. It will be interesting how effective rift will even been now that it can be disrupted. An argument one can pose is that the engi didn't have the same capability. The engi has abilities the magus doesn't have specifically the healing keg is still a contributing factor where I witness 50k heal contributions in scens. While magus can give out AP I'd take healing aoe any day.
The flamer has best damage buff mechanic that would benefit all pet types allowing the magus a bit more maneuverability which would definitely benefit position builds like rifting. Rifting is a time sensitive ability and mechanics with pet management are inhibitors. Magus needs the 40% damage increase or a bit more maneuverability added to continue to be threating.
I'd like to hear others opinions.
Neut
I don't really rift anymore and don't feel the ability really shines on its own in the current magus mechanics. The whole distance adjustments between pet types, damage types, abilities, and how long it takes to build your damage should have better synergy. The blue pet appears to be more of a close quarter pet centered on rifting and widen damage, yet it cuts the range on everything and so you literally in the mid of the action hanging like a pinata the whole time. The change while a fix I feel was for something not really even used/abused/realized in the current format because the overall build is not very effective. AOE damage rift spec seems to suck and now even if you could pull more people into a ring its not like it use to be. It will be interesting how effective rift will even been now that it can be disrupted. An argument one can pose is that the engi didn't have the same capability. The engi has abilities the magus doesn't have specifically the healing keg is still a contributing factor where I witness 50k heal contributions in scens. While magus can give out AP I'd take healing aoe any day.
The flamer has best damage buff mechanic that would benefit all pet types allowing the magus a bit more maneuverability which would definitely benefit position builds like rifting. Rifting is a time sensitive ability and mechanics with pet management are inhibitors. Magus needs the 40% damage increase or a bit more maneuverability added to continue to be threating.
I'd like to hear others opinions.
Neut