Steven Engle has posted up some changes that Mythic are planning for Magus and Engineer pets. You can find his post here.
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Turrets/Daemons - The current plan is to move ahead with the idea of 4 turrets/daemons. We are working on getting art assets to support this.
-Turrets/Daemons will be instant cast.
-They will have one ability on a 1.5s timer much like an auto attack. It will deal magical damage.
-Turrets/Daemons will be immune to KD/Stagger.
-Turrets/Daemons will inherit all stats from items 100%
-Half of the Turret/Daemons will have an offensive purpose and the other half Defensive purpose
-Cooldown on turrets/daemons will be 30s and each will have an up time of 10s.
-During the 10s, the turret/daemons will have an aura that either effects the enemies or allies nearby.
-Summoning turrets/daemons will be low cost, we want them to be part of a rotation and strategic.
-The turrets/daemons will despawn when a new one is cast or the timer runs out.
Initial Effects for Turrets/Daemons
Defensive
AoE Snare/damage field
AoE Auto Attack speed decreasing debuff
Offensive
AoE group Range increaser
AoE group damage buff (increases damage by a percentage and that extra damage is credited to the Engineer)
This will also mean that many tactics and abilities will need to change. All of this is very high level still and we're sorting out specific changes.
The goal is not to make them offensive juggernauts. We want them to provide support DPS/buffs/debuffs and enjoy a higher level of mobility to help in all aspects of RVR.
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4 pets eh? Will be interesting to see what the 4th pet is from a lore side, for Magus daemons anyway. Ok as for the changes themselves, well.... I like the concept, but I struggle to see how it will actually work in play. If a Magus player now has to effectively twist their DoTs AND pets, I just can't see how that won't be a total pain in the arse. Will it mean a Twister add on becomes required for Magus and Engineers?
However, Steve did say that "This will also mean that many tactics and abilities will need to change. All of this is very high level still and we're sorting out specific changes.", so there's a chance the whole thing could be sorted out nicely.
Showing posts with label Magus. Show all posts
Showing posts with label Magus. Show all posts
Monday, 22 August 2011
Tuesday, 9 August 2011
Magus and Engineer changes
Some proposed Magus and Engineer changes have been posted. You can find the thread here.
Details below:
Engineer
-Field Repair moves to Rank 22. This ability is renamed to Shock Grenade. You remove stagger effects from your ally target and 5 others in a 25 foot radius around them.
-Redeploy moves to Rank 3.
-Fixing the issue with Extra Ammo causing wild mobs to agro.
-Land Mine will no longer have a cast time. This should fix most of the issues of receiving an "Invalid Target" message on placement.
-Flak Jacket will no longer have a cast time. The value of the armor buff is reduced, but will stack with other armor buffs. The buff lasts 60 minutes and will no longer have the 20 hit removal condition.
Magus
-Strengthen Thrall moves to Rank 22. This ability is renamed to Shocking Jolt. You remove stagger effects from your ally target and 5 others in a 25 foot radius around them.
-Resummon moves to Rank 3.
-Fixing the issue with Lasting Chaos causing mobs to agro. We are also fixing the tactic Chaotic Attunement.
-Daemonic Infestation will no longer have a cast time. This should fix most of the issues of receiving an "Invalid Target" message on placement.
-Daemonic Armor will no longer have a cast time. The value of the armor buff is reduced, but will stack with other armor buffs. The buff lasts 60 minutes and will no longer have the 20 hit removal condition.
OK so.... The stagger removal ability, yup I like that as it's a good ability and something that would be totally unique to these careers. Also the cast time removal from Daemonic Infestation is a great move, since the ability will be usable on the move at last and becomes a more useful class specialty. However, there are some issues from a gameplay perspective. Mythic appear to want the Magus to be very static career because of how they rely on the buffs from their static pets and actually have tactics that give the groups benefits if they're near the Magus. This makes it fairly likely the Magus will himself will be staggered and unable to remove staggers anyway, or will be at a distance from their group but so static that they are stand out targets for stealthers and flanking MDPS. Combine this with their many short range (65ft) spells and the fact that now Shadow Warriors will be able to debuff that range further and I'm not quite sure how effective Magus will be in future.
I do like the potential of the changes above and I like the concept, but it's not enough alone. I think the following needs to happen for the Magus to stop being considered the bastard stepchild of everything else...
Rift (Magnet for Engineers) needs to become a core ability for the career. It's a class defining ability that is one of the few things that makes them desirable in groups, but its an option you have to spec very high up in a DPS gimping mastery tree.
Also that same mastery tree has the best looking morale 4 ability in the game, but it's so bad it's quite ridiculous. The Firewyrm's damage needs buffing dramatically or it needs other abilities attached to it.
All changing abilities need their ranges increased to 100ft. Sure there's a tactic you can take to increase it, but it's frustrating that it's an essential if you want to use these abilities at all. Tactics should be optional, not essential and with the Shadow Warrior and Squig Herder changes it will become utterly essential.
Personally I think Havoc DoTs need to have reduced durations so they have more burst, particularly since they're cleansed so easily.
/edit Forgot to say... Remove timers from pets and give them a HUGE damage boost. Their pets right now are a bag of shite.
All of the above applies to Engineers too I believe.
Details below:
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We wanted to clean up a few issues with Magus and Engineer. We also wanted to add some group utility and help their survivability a bit. The changes are below.Engineer
-Field Repair moves to Rank 22. This ability is renamed to Shock Grenade. You remove stagger effects from your ally target and 5 others in a 25 foot radius around them.
-Redeploy moves to Rank 3.
-Fixing the issue with Extra Ammo causing wild mobs to agro.
-Land Mine will no longer have a cast time. This should fix most of the issues of receiving an "Invalid Target" message on placement.
-Flak Jacket will no longer have a cast time. The value of the armor buff is reduced, but will stack with other armor buffs. The buff lasts 60 minutes and will no longer have the 20 hit removal condition.
Magus
-Strengthen Thrall moves to Rank 22. This ability is renamed to Shocking Jolt. You remove stagger effects from your ally target and 5 others in a 25 foot radius around them.
-Resummon moves to Rank 3.
-Fixing the issue with Lasting Chaos causing mobs to agro. We are also fixing the tactic Chaotic Attunement.
-Daemonic Infestation will no longer have a cast time. This should fix most of the issues of receiving an "Invalid Target" message on placement.
-Daemonic Armor will no longer have a cast time. The value of the armor buff is reduced, but will stack with other armor buffs. The buff lasts 60 minutes and will no longer have the 20 hit removal condition.
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OK so.... The stagger removal ability, yup I like that as it's a good ability and something that would be totally unique to these careers. Also the cast time removal from Daemonic Infestation is a great move, since the ability will be usable on the move at last and becomes a more useful class specialty. However, there are some issues from a gameplay perspective. Mythic appear to want the Magus to be very static career because of how they rely on the buffs from their static pets and actually have tactics that give the groups benefits if they're near the Magus. This makes it fairly likely the Magus will himself will be staggered and unable to remove staggers anyway, or will be at a distance from their group but so static that they are stand out targets for stealthers and flanking MDPS. Combine this with their many short range (65ft) spells and the fact that now Shadow Warriors will be able to debuff that range further and I'm not quite sure how effective Magus will be in future.
I do like the potential of the changes above and I like the concept, but it's not enough alone. I think the following needs to happen for the Magus to stop being considered the bastard stepchild of everything else...
Rift (Magnet for Engineers) needs to become a core ability for the career. It's a class defining ability that is one of the few things that makes them desirable in groups, but its an option you have to spec very high up in a DPS gimping mastery tree.
Also that same mastery tree has the best looking morale 4 ability in the game, but it's so bad it's quite ridiculous. The Firewyrm's damage needs buffing dramatically or it needs other abilities attached to it.
All changing abilities need their ranges increased to 100ft. Sure there's a tactic you can take to increase it, but it's frustrating that it's an essential if you want to use these abilities at all. Tactics should be optional, not essential and with the Shadow Warrior and Squig Herder changes it will become utterly essential.
Personally I think Havoc DoTs need to have reduced durations so they have more burst, particularly since they're cleansed so easily.
/edit Forgot to say... Remove timers from pets and give them a HUGE damage boost. Their pets right now are a bag of shite.
All of the above applies to Engineers too I believe.
Monday, 11 July 2011
A return to WAR - The Magus
My experiment to discover which of my horde of lvl 40 low RR alt characters is the most viable, took a slightly unexpected turn last week. A conversation with a mate of mine that’s somewhat obsessed with his DPS Shaman, unwittingly aroused my curiosity and I decided to see if it was possible to go DPS with my own RR50 Shaman. Previously it really wasn’t possible to get the stats required, but now thanks to the lowered armour restrictions and the new accessory set, it worked out very well. I’ve been playing the Shaman most of this week, have taken him from 50 to 60 and had a bloody marvellous time. However, more on that another time, as today I’m actually going to talk about my Magus.
The Magus is RR50 and turned out to not be quite as bad as I expected, yet at the same time was utterly frustrating.
At high RRs the Magus is quite potent; I’ve grouped with some great Magus players and have seen the impact they can have. They can hit pretty hard, though they’re no Sorcerer by any means and it takes a good player to do well with, where as a bad Sorcerer player can be carried by the career to a point. A Magus does not have that luxury. At low RRs however it’s quite a frustrating career due to the commonly recognised overarching problem with the Magus since launch; it doesn’t know what it is trying to be.
I’ve seen ranged support class bandied around, or a CC based ranged class, a DoT based nuker and so on, None of them are quite correct. The idea of it as a more support based class has some sense, but it doesn’t play out like that as the Magus doesn’t bring anything unique to the table other than Rift , but that is something you have to choose to spec for high up in the Daemonology mastery, is only 1 ability anyway and taking it greatly limits your ability as a ranged DPS class. It does have quite a lot of CC in total, but there are issues with most of it that limit the career reaching a genuine and valuable support role.
AoE stagger – A little demon you place down that enemy players have to go near to detonate the stagger. It’s very easily avoided.
Snare – A melee range snare. MELEE RANGE? It is utterly useless because of how melee abilities have longer range than should due to latency (type thing) and the burst damage output MDPS have. This would only work if it was an unbreakable root.
AoE stun – This requires you to detonate your pet. Your pet is stationary, so this stun is not always in the right place and if you do detonate your pet, you have reduced your damage output by 20% and that’s not including the pets damage itself. This wouldn’t be so bad if pets were an instant cast instead of 2 seconds.
Knockback – Single target, short punt and a 2 second cast.
Disarm – You have to choose to spec it and because of its long cast time, it’s of little use in the moments it would be required.
AoE Root – Instant cast and as such it’s fine.
There are also morale abilities, but they’re reliant on morale obviously and are nothing that other classes don’t have.
So as you can see the Magus does have quite a lot of CC options, but they’ve almost all got problems, particularly when you consider the class is very squishy and spends most of its time stuck on terrain. What I found with my low RR Magus is that with a Havoc/Changing spec I could do reasonable damage if I throw absolutely everything into DPS related stats and completely forget about survivability, but because of the limitations and unreliability of the career’s CC, you find yourself really struggling to stay alive. That spec also means no Rift, which is the Magus’ only unique selling point.
To be able to utilise all of that CC the Magus needs to be able to deliver it and that requires it to either be tough enough to shrug off attacks, or mobile enough that it can avoid them. Unfortunately the Magus is neither of those things. You can spec Daemonology, turn yourself into a melee range character and build your stats around survivability, but this is at a dramatic cost to damage output and is a very restrictive playstyle. It’s probably not what people envisaged when they choose to create a Magus.
So I think with the Magus Mythic need to:
Make them more mobile by changing how their pets work and reducing/removing CC cast times.
OR
Make them a LOT tougher and literally make them pillboxes of doom.
In both cases I think Rift should become a core ability, the snare should be made ranged and their pets needs to be made a LOT more powerful. The pets should have abilities that go beyond just damage buffs, perhaps like Chosen auras. These changes could help better define them in a pet based ranged support role and give groups a reason to want a Magus instead of a Sorcerer. I believe most of this would apply to the Engineer too.
Also their DoTs are too easily removed and too slow to provide any meaningful burst and their cast time nukes do not hit hard enough. Which is not made up for by the career’s CC in any way and means it’s not able to compare if you consider damage it’s primary purpose..
Well there you go; I still can not recommend the Magus for a returning player. They’re not terrible, you can have some fun with them, but as it stands every other class is just that bit better. Mythic have changes coming in 1.4.4 for the Magus, but I have no idea if it will be enough to stop them being the worst career in the Destruction arsenal.
The Magus is RR50 and turned out to not be quite as bad as I expected, yet at the same time was utterly frustrating.
At high RRs the Magus is quite potent; I’ve grouped with some great Magus players and have seen the impact they can have. They can hit pretty hard, though they’re no Sorcerer by any means and it takes a good player to do well with, where as a bad Sorcerer player can be carried by the career to a point. A Magus does not have that luxury. At low RRs however it’s quite a frustrating career due to the commonly recognised overarching problem with the Magus since launch; it doesn’t know what it is trying to be.
I’ve seen ranged support class bandied around, or a CC based ranged class, a DoT based nuker and so on, None of them are quite correct. The idea of it as a more support based class has some sense, but it doesn’t play out like that as the Magus doesn’t bring anything unique to the table other than Rift , but that is something you have to choose to spec for high up in the Daemonology mastery, is only 1 ability anyway and taking it greatly limits your ability as a ranged DPS class. It does have quite a lot of CC in total, but there are issues with most of it that limit the career reaching a genuine and valuable support role.
AoE stagger – A little demon you place down that enemy players have to go near to detonate the stagger. It’s very easily avoided.
Snare – A melee range snare. MELEE RANGE? It is utterly useless because of how melee abilities have longer range than should due to latency (type thing) and the burst damage output MDPS have. This would only work if it was an unbreakable root.
AoE stun – This requires you to detonate your pet. Your pet is stationary, so this stun is not always in the right place and if you do detonate your pet, you have reduced your damage output by 20% and that’s not including the pets damage itself. This wouldn’t be so bad if pets were an instant cast instead of 2 seconds.
Knockback – Single target, short punt and a 2 second cast.
Disarm – You have to choose to spec it and because of its long cast time, it’s of little use in the moments it would be required.
AoE Root – Instant cast and as such it’s fine.
There are also morale abilities, but they’re reliant on morale obviously and are nothing that other classes don’t have.
So as you can see the Magus does have quite a lot of CC options, but they’ve almost all got problems, particularly when you consider the class is very squishy and spends most of its time stuck on terrain. What I found with my low RR Magus is that with a Havoc/Changing spec I could do reasonable damage if I throw absolutely everything into DPS related stats and completely forget about survivability, but because of the limitations and unreliability of the career’s CC, you find yourself really struggling to stay alive. That spec also means no Rift, which is the Magus’ only unique selling point.
To be able to utilise all of that CC the Magus needs to be able to deliver it and that requires it to either be tough enough to shrug off attacks, or mobile enough that it can avoid them. Unfortunately the Magus is neither of those things. You can spec Daemonology, turn yourself into a melee range character and build your stats around survivability, but this is at a dramatic cost to damage output and is a very restrictive playstyle. It’s probably not what people envisaged when they choose to create a Magus.
So I think with the Magus Mythic need to:
Make them more mobile by changing how their pets work and reducing/removing CC cast times.
OR
Make them a LOT tougher and literally make them pillboxes of doom.
In both cases I think Rift should become a core ability, the snare should be made ranged and their pets needs to be made a LOT more powerful. The pets should have abilities that go beyond just damage buffs, perhaps like Chosen auras. These changes could help better define them in a pet based ranged support role and give groups a reason to want a Magus instead of a Sorcerer. I believe most of this would apply to the Engineer too.
Also their DoTs are too easily removed and too slow to provide any meaningful burst and their cast time nukes do not hit hard enough. Which is not made up for by the career’s CC in any way and means it’s not able to compare if you consider damage it’s primary purpose..
Well there you go; I still can not recommend the Magus for a returning player. They’re not terrible, you can have some fun with them, but as it stands every other class is just that bit better. Mythic have changes coming in 1.4.4 for the Magus, but I have no idea if it will be enough to stop them being the worst career in the Destruction arsenal.
Friday, 10 September 2010
Magus (and engineer... spit spit) changes in development revealed!
Andy has just posted up some in development changes for the Engineer and Magus. You can find the post here, but for your convenience through the power of ctrl+C and V here’s the info:
One of our long-standing goals for the Engineer and Magus careers has been to make their Turrets and Daemons, respectively, more meaningful and impactful in a synergistic way, to help reinforce their role as a central part of those careers' gameplay experiences. We've mentioned in several Q&As that this is something which has been on our plate, and we're now able to provide some details on exactly what we're planning:
• For Engineers, a portion of the character's Ballistic Skill, Weapon Skill, and Wounds from equipment will also affect their turrets.
• For the Magus, a portion of the character's Intelligence and Wounds from equipment will also affect their daemons. Additionally, the daemons' autoattacks will now deal magical damage - Elemental for the Pink and Blue Horrors, and Spirit for the Flamer.
• For both careers, the character will begin receiving a new effect while they remain near their turret / daemon - Improvised Upgrades for the Engineer, and Unholy Empowerment for the Magus. This effect will start as a +4% damage buff, and will increase every 2 seconds by another 4%, up to a max of +20% damage after 10 seconds. If the character moves away from their turret / daemon, the effect will begin dropping back down, eventually fading from them entirely until they return to their turret / daemon's side.
We look forward to your feedback.
Very interesting… That’s a potential 20% damage increase which (if you’re specced in demonology) can be combined with a tactic for a total of 35% more damage. That’s also before you take into account the buff to pet damage. At the moment pets for a Magus are little more than remote control bombs, this could change that completely and not only make pets better, but give Magus a more unique play style. Obviously there are questions around survivability, since pets die almost instantly now, but with the further wounds perhaps this will change?
Huge potential here, looking forward to testing this.
One of our long-standing goals for the Engineer and Magus careers has been to make their Turrets and Daemons, respectively, more meaningful and impactful in a synergistic way, to help reinforce their role as a central part of those careers' gameplay experiences. We've mentioned in several Q&As that this is something which has been on our plate, and we're now able to provide some details on exactly what we're planning:
• For Engineers, a portion of the character's Ballistic Skill, Weapon Skill, and Wounds from equipment will also affect their turrets.
• For the Magus, a portion of the character's Intelligence and Wounds from equipment will also affect their daemons. Additionally, the daemons' autoattacks will now deal magical damage - Elemental for the Pink and Blue Horrors, and Spirit for the Flamer.
• For both careers, the character will begin receiving a new effect while they remain near their turret / daemon - Improvised Upgrades for the Engineer, and Unholy Empowerment for the Magus. This effect will start as a +4% damage buff, and will increase every 2 seconds by another 4%, up to a max of +20% damage after 10 seconds. If the character moves away from their turret / daemon, the effect will begin dropping back down, eventually fading from them entirely until they return to their turret / daemon's side.
We look forward to your feedback.
Very interesting… That’s a potential 20% damage increase which (if you’re specced in demonology) can be combined with a tactic for a total of 35% more damage. That’s also before you take into account the buff to pet damage. At the moment pets for a Magus are little more than remote control bombs, this could change that completely and not only make pets better, but give Magus a more unique play style. Obviously there are questions around survivability, since pets die almost instantly now, but with the further wounds perhaps this will change?
Huge potential here, looking forward to testing this.
Tuesday, 2 March 2010
If you could change one Warhammer career…
…what would it be and how?
I would do a complete overhaul of the Magus. You see the problem with Magus in WAR is they’re nothing like the tabletop and background story version. In Warhammer the Magus (and in fact all Chaos Sorcerers) are heavily armoured; they wear Chaos armour, which is actually the same as Chosen. Also traditionally the Magus has very powerful nukes, but they are only short to medium range. And to top it off, the Magus is also not too shabby in melee combat.
So essentially you have a heavily armoured, short ranged nuking, power house. Which is exactly what I would have made the Magus in WAR. OK I wouldn’t make them as tough as a Chosen, but I would have made them significantly tougher than traditional casters. After all, they would need to be to stand a chance of performing their medium range nuking role. Then I’d try to make their spells actually reflect those from the lore, so it’s bye, bye DoTs and hello huge nukes and uber debuffs.
Just because MMOs normally give every faction a long range nuker, it doesn’t mean they must have one. Attacking Keep walls a problem? Well sorry this is Chaos, their whole theme is meant to be melee and short range. Plus that’s what their War-machines are for. If the ones in WAR were good enough I guess. Hellcannons are such a disappointment.
Oh, and no more summoning Nurglings, that’s just sodding silly.
I would do a complete overhaul of the Magus. You see the problem with Magus in WAR is they’re nothing like the tabletop and background story version. In Warhammer the Magus (and in fact all Chaos Sorcerers) are heavily armoured; they wear Chaos armour, which is actually the same as Chosen. Also traditionally the Magus has very powerful nukes, but they are only short to medium range. And to top it off, the Magus is also not too shabby in melee combat.
So essentially you have a heavily armoured, short ranged nuking, power house. Which is exactly what I would have made the Magus in WAR. OK I wouldn’t make them as tough as a Chosen, but I would have made them significantly tougher than traditional casters. After all, they would need to be to stand a chance of performing their medium range nuking role. Then I’d try to make their spells actually reflect those from the lore, so it’s bye, bye DoTs and hello huge nukes and uber debuffs.
Just because MMOs normally give every faction a long range nuker, it doesn’t mean they must have one. Attacking Keep walls a problem? Well sorry this is Chaos, their whole theme is meant to be melee and short range. Plus that’s what their War-machines are for. If the ones in WAR were good enough I guess. Hellcannons are such a disappointment.
Oh, and no more summoning Nurglings, that’s just sodding silly.
Wednesday, 21 October 2009
Fun, a ding and a Magus? Surely not...
Had some entertaining oRvR tonight and no bloody city sieges! YAY! ;) When Praag is good, it's really, really good. It's still my fave pvp zone ever, more so than the legendary Emain, which is high praise indeed.
Also dinged 40 with my 3rd character, a Magus. Yes I am indeed a glutton for punishment :P Now I've just got to get her through the renown ranks and geared up. Magus damage is pony at the best of times, but when poorly geared its very ugh... I like the class though, which is why I've stuck with it. I'm hoping for a proper buff one day ;)
Plus it's a nice challenge playing the official worst class in the game. I just have to avoid getting in any solo situations or it's a brief, hideous and bloody affair. Even so, fun to play and they do look quite cool.
Also dinged 40 with my 3rd character, a Magus. Yes I am indeed a glutton for punishment :P Now I've just got to get her through the renown ranks and geared up. Magus damage is pony at the best of times, but when poorly geared its very ugh... I like the class though, which is why I've stuck with it. I'm hoping for a proper buff one day ;)
Plus it's a nice challenge playing the official worst class in the game. I just have to avoid getting in any solo situations or it's a brief, hideous and bloody affair. Even so, fun to play and they do look quite cool.
Friday, 29 May 2009
Angry lass on a floaty disk
I'm finding Tier 4 to be horrifically zergy lately. With 1.3 just around the corner and me not being a huge fan of zerg warfare, it's hit my motivation to play Tier 4 oRvR a bit. I'm sure it will spark my interest again soon, I'm already getting a few withdrawl symptoms, but in the meantime I'm experimenting with my Magus "Devotchka".
Officially the least popular class in the game and undoubtedly inferior to it's mirror (Engineer), but it's still the ranged DPS class I'm interested in. I got a taste for DoT based ranged DPS classes with my affliction warlock in World of Warcraft. Not totally sure why I find them more appealing than direct damage nukers, maybe it's the tortuous manner of death these classes provide their enemies. Nothing quite like DoTing the crap out of some poor sod and watching them run to their death. Embracing my inner sadist? Hmm maybe.
I hit level 28 tonight and so far still enjoying it. Right now I don't think the Magus is as bad as people make out, it's got issues that's for sure and it takes work to make the most of, but I'm doing fine in Tier 3 RvR. However, we all know that class balance can change dramatically as you move through the tiers. Perhaps Tier 4 will send me spiralling into Magus manic depression.
I'm also considering playing my Chosen more again. There are still things I'm not liking about the class right now (hopefully 1.3 will address those), but I'm finding it too wierd with people starting to call me Gash instead of Boots (my Choppa is Gashface). Been known as Bootae for 12 years of MMO gaming now and I think I'm too senile to cope with a new name :D
Officially the least popular class in the game and undoubtedly inferior to it's mirror (Engineer), but it's still the ranged DPS class I'm interested in. I got a taste for DoT based ranged DPS classes with my affliction warlock in World of Warcraft. Not totally sure why I find them more appealing than direct damage nukers, maybe it's the tortuous manner of death these classes provide their enemies. Nothing quite like DoTing the crap out of some poor sod and watching them run to their death. Embracing my inner sadist? Hmm maybe.
I hit level 28 tonight and so far still enjoying it. Right now I don't think the Magus is as bad as people make out, it's got issues that's for sure and it takes work to make the most of, but I'm doing fine in Tier 3 RvR. However, we all know that class balance can change dramatically as you move through the tiers. Perhaps Tier 4 will send me spiralling into Magus manic depression.
I'm also considering playing my Chosen more again. There are still things I'm not liking about the class right now (hopefully 1.3 will address those), but I'm finding it too wierd with people starting to call me Gash instead of Boots (my Choppa is Gashface). Been known as Bootae for 12 years of MMO gaming now and I think I'm too senile to cope with a new name :D
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About Me
- Bootae
- Half man half pixel. Music obsessive, likes a drink, occasional bastard.
