Showing posts with label Magus. Show all posts
Showing posts with label Magus. Show all posts

Thursday, May 7, 2009

A few words on Magus



OK, so the Magus class isn't the WORST class in the game, but most people will argue that it's pretty far down there, much less effective than their mirror the Engineer anyway. But there's a way you can make the Magus far more valuable to your group/warband than becoming a simple rift bot. And it's a trick Order won't expect to come from you either.

The first thing you should know however is that this trick isn't really a "trick" but more of an unconventional way to equip your Magus. And you'll pay for this utility in stats, but I find it's well worth it:

Get the Oathstone combo set that gives you the "ON HIT: 10% to proc -1200 Armor". Here's how you get them in case you don't know already:

Oathstone of Karak Eight Peaks

Collect 4 items from gnoblars:

-BadLands, 40k;37k : gnoblar's nose from the gnoblars here
-Cinderfall, 54K;54K : gnoblar's golden tooth from tooth gnoblars
-Cinderfall, 54k;54k : gnoblar's trapper tools from trapper gnoblars
-Black Crag, 40k;11k : burnmaw gnoblars (forget the set item name)

It can take a while to get all your parts, but stick with it, the debuff is WAY worth it. Once you have all four parts, right click any one of them and you'll make a new item.


Next head to the Tome library and buy your jewlery from the merchant in IC.

Oathstone of Karaz-a-Karak

Find the champion at 58k/49k in Kadrin Valley. He is an order champion slayer called Argnus Rockskull Kill him and you'll recieve a title and the ability to buy the Oathstone of Karaz-a=Karak

Next head to the Tome library and buy your jewlery from the merchant in IC.

Now, the stats suck on these items, so you're going to lose your happy +20 Int/+20 Wounds items, but don't fret, you WILL like the payoff.

Now that you have the items in question, slot them up and go test them out on some unsuspecting Order in a PQ or ORvR setting.

How to use: Just spam AoE's and Dots as per normal. You'll see a weird Crystal cage bursting around the enemy effect when it procs (get used to seeing it A LOT).

The "ON HIT" ability for Warhammer will proc on a DoT TIC, which is what makes these items SOOOOO good for the Magus. 10% proc chance in this game means "about 1/2 the time or so" when a DoT is in effect here. This includes abilities like Dissolving Mist, Firestorm, Pandamonium, Glean Magic, ect....

For example, throw a Dissolving Mist on the Ram of your attacking Order during a Keep Defense. Then toss Glean and Pandamonium. You will have just debuffed EVERY person you hit within 5 seconds by -1200 Armor. And these are generally Tank types on that ram, not bad eh?

Oh, and did we mention that the -1200 STACKS with other -armor abilities (like wot blocka?". Yeah it does, and it's proven.

Now, I know what you're all thinking, "Why the heck would I want to debuff their Armor when I do Spirit/Elemental damage and no physical?"

Good question: Answer: "BECAUSE YOU'LL BE HELPING EVERY CLASS THAT DOES PHYSICAL DAMAGE BY DOING THIS" (especially the choppa's and the SH's...."

You're now a Debuff MACHINE, and you'll soon see those you've debuffed FALL LIKE WHEAT on the battlefield.

Why is this so effective? Because unlike most other classes, EACH of you're abilities that are a DoT hit about 10 times or so. That means that EACH of your abilities WILL proc the Corrosion effect, leaving Tanks at 1/3 their armor, Medium's (like MDPS) at 1/2, and Clothies at damned near nothing. The only mitigation they'll be doing is their toughness against all physical damage.


Enjoy,



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Thursday, November 13, 2008

Destruction Class Builds Reviewed (mid Game)



Just thought I would throw out a little briefing since I have all ten classes to at least level 20. There have been many changes, patches, etc...

The Shaman - template is Here
The Shaman loses a little bit of it's OP in the mid levels, and now in tier 4 seems to be playing decently as intended. I have no intentions of changing anything, since nothing with this build seems to be broken.

The Sorceres - template is Here
The Sorc actually becomes noticeably stronger as she goes through the mid to late levels. As such, I have no reason to change anything.

The Witch Elf - template is Here
Due to the uselessness of Weapon Skill in regards to parry percentage, this build must be changed. Instead of Weapon Skill the Renown points will be placed in Strength. Although I do not see any reason to spec out of "Carnage", I will still have to do a rebuild as the slotted tactics were greatly dependant on having a high chance to parry.

The Squig Herder - template is Here
This build needs an entire overhaul. The premise that the path of "Quick Shootin" was the "PvP build" was incorrect. Although this build allows you a little better survivability, you pay for that by coughing up quite a bit of DPS. The tree I am currently using is the path of "Big Shootin". It seems to be doing just fine, so this is most likely what I will be spec'ed in at 40.

The Black Orc - template is Here
As far as PvP goes, this build does exactly what was intended. In PvE however, I have noticed a little weakness, since I am defense spec'ed it does take quite a bit longer to kill mobs when compared to other classes. Since all my builds are PvP based, there is no reason to change anything at this time.

The Magus - template is Here
The Magus is my second to the least favorite toon to play. You cannot AOE DPS like the Sorc, and you cannot single target DPS like the Squig. Since I am still considered a "Ranged DPS" class, I have a hard time trying to figure out how I can be useful to a group. I have no plans to change the build as I do not see the build being broke, in my opinion, the whole class is broke. There is an OP ability if you spec in the "Daemonology" tree,(Chaotic Rift) however I do not like being a "one trick Pony" and the OP of it will be patched out.

The Zealot - template is Here (Title is mislabeled as Shaman)
This is another build that must be overhauled as it seems to have went down the toilet. Dark Rites is actually a lot better as far as raw healing power goes, as such, that is what I have respec'ed to.

The Disciple of Khaine - template is Here
Not too much to say here, the build seems to be doing just fine. Very strong in any(PvP or PvE) solo situation, however cannot "out heal" a Shaman or Zealot.(As intended?)

The Marauder - template is Here
Absolutely the last on the list as far as viability goes, I dread having to play this toon.(You will not notice this weakness until you hit mid tier two to the beginning of tier three) The build will have to be overhauled as well, changing to "Monstrosity" as it does, at least, give the class a small amount of utility.

The Chosen - template is Here
I was a little concerned making a "tank" class carry a 2H, however everything seems to be going fine at this point, as such I do not see a reason to change anything.

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Monday, October 6, 2008

Warhammer online builds: Magus Template



We are going to go with a mid-range build here. Your three top stats will be:

  • Intelligence = adds to magic damage

  • Wounds = adds to hit points

  • Willpower = adds to "chance to disrupt" enemy spells


The 25 points will be placed as follows: (There will be a few extra points awarded for RvR, however we will not use them here)

15 in "Changing"
Buy the following skills in the Changing tree for one point each:
  • Seed of Chaos

  • Endless Pandemonium

  • Indigo Fire of Change

  • Wild Changing

  • Dissolving Mist

  • Daemonic Scream


Skills in the tree you do not buy: "Infernal Pain".

The last 4 points will be put in "Daemonology". Any additional points should also be placed in "Daemonology", In this tree you want to pick up the "Chaotic Attunement" skill for one point.

80 RvR points to be placed in:

  • Acumen level 1 = 1 point

  • Acumen level 2 = 3 points

  • Acumen level 3 = 6 points

  • Acumen level 4 = 10 points

  • Acumen level 5 = 14 points


  • Resolve level 1 = 1 point

  • Resolve level 2 = 3 points


  • Sage level 1 = 2 points

  • Sage level 2 = 4 points

  • Sage level 3 = 6 points



  • Focused Power level 1 = 5 points

  • Focused Power level 2 = 10 points

  • Focused Power level 3 = 15 points


This was rather a difficult build for me as I wanted to go short range, however the survivability was just not there in PvP. If I wanted long range DPS I would play a Sorc, so I took the middle road with this build.

Here are the planned active morale skills:

  • Level 1 = Mage Bolt

  • Level 2 = Roiling Winds

  • Level 3 = Scintillating Energy

  • Level 4 = Daemonic Scream


Slotted Tactics can be changed "on the fly", as long as you are not in combat. Since there are 5 quick slots available, I would change each group depending on what situation you are in. One for PvP Group, one for PvP Solo, one for PvE Group, and one for PvE solo. Here is my choice for a "PvP Group":

  • Chaotic Attunement

  • Endless Pandemonium

  • Devour Energy

  • Wild Changing



Build Strength:

Very decent PvP utility abilities

In a PvP group you will really help out here with this mid-range build, and since it is medium range, you will have a little better survival rate then a short range build. Instantly summoning pets,(Taking time to summon pets in PvP really kicks me in the butt) the knock back of Warping Blast, the 50% chance to freely instantly reapply Pandemonium, and Indigo Fire of Change(if you kill an enemy with this, they become a daemon and attack their own kind for 30 seconds) all bring quite a bit of utility to this Magus in PvP. This is not going to be as easy to play as some other classes, however the extra power and utility are worth it if you have the patience to learn the class.


Build Weakness:

It has a sharper learning curve then other classes, especially with a build like this.(You cannot just sit back and spam click two or three buttons.) You are still a paper wearing class so you CANNOT allow melee classes to close with you.

You can see this build here

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Thursday, August 21, 2008

Magus Class review



A Magus of Tzeentch is a devoted follower of the Raven God, and spends his entire lifetime studying pure sorcery with a fevered intensity. Desperate for even a bare glimpse of Tzeentch’s great plan, the Magus has learned through his research that Tzeentch’s daemonic minions are creations and reflection of the Great Changer, and he focuses his search for knowledge obsessively on this fact – for perhaps, by understanding the servant, he may better understand the master.

Class Mechanic

Daemonic Fiends
The Magus can call forth several different types of daemonic fiends, but can only maintain the concentration needed to restrain a single one at a time. A clever Magus therefore makes sure to best fit his summoning to his need: a Pink Horror which flings bolts of fire corruption at distant enemies, a Blue Horror which spews out waves of warping energy around itself, or a Flamer which spits blasts of fire at groups of enemies. All the base daemons are summoned within a circle of binding and are unable to move outside that circle (they don’t move at all.) Daemons can be set to be passive, aggressive, or defensive in nature.

Daemon Abilities
Each of the Magus’ daemons have two abilities that essentially proc at random. The first ability fires at a rate of 90% and the second fires at 10%. At this time it is not possible to micro-manage these daemon abilities. You can toggle one or the other on or off, but it does not affect the proc rates. This is apparently due to balance reasons as the secondary abilities are considerably more impressive than the primary abilities.

Pink Horror
The Pink Horror is a long range, single target daemon. The primary weapon of the Pink Horror is Daemonic Fire (long range DD) and the secondary ability is Daemonic Consumption (long range DOT).

Blue Horror
The Blue Horror is a short range, area of effect daemon. The primary weapon of the Blue Horror is Warping Energy (short range Cone AE) and the secondary ability is Coruscating Energy (short range PBAE + Snare).

Flamer
The Flamer is a medium range, multi-purpose daemon. The primary weapon of the Flamer is Flame of Tzeentch (medium range single target DOT) and the secondary ability is Flames of Change (short range PBAE DOT).

Uncontrolled Pets
An Uncontrolled Horror is summoned as a random proc when killing a victim is killed using Indigo Fire of Change (Path of Change Spec Ability). A Firewyrm of Tzeentch can be summoned using the Path of Daemonology Morale IV abiity.

Magus Masteries

Path of Havoc
This path focuses on long-range attacks, and primarily focuses on destroying a single target at a time. A master of this path will typically call forth a Pink Horror to help him slaughter his enemies from a safe distance.

The Path of Havoc’s primary focus is long range, single target damage. Spending points in Havoc enhances the baseline abilities Summon Pink Horror, Glean Magic, Surging Violet Fire, and Mutating Blue Fire, earns access to the new abilities Warping Blast, Bolt of Change, and Perils of the Warp, new tactics such as Fiery Winds, Changer’s Blessing, and Chaos Unleashed and ultimately the Morale IV ability Soul Leak.

Path of Changing
A specialist in this path understands that change waits for no man, and that Tzeentch demands speed and swiftness in those who serve. The cost of this decision is that his spells dissipate more rapidly into the Winds and therefore are only effective at moderate ranges, but a master of this path is a quick and adaptable sorcerer who uses a summoned Flamer to great effect.

The Path of Changing’s focus is medium range damage but also includes some area of effect damage in trade for the lost range. Spending points in this path enhances the existing abilities Surge of Insanity, Summon Flamer, Rend Winds, Dissolving Mists, and Infernal Blast, grants the new abilities Seed of Chaos, Tzeentch’s Firestorm, and Chaotic Rift, access to the tactics Infernal Pain, Lingering Mist, and Wild Changing and ultimately the Morale IV ability Daemonic Scream.

Path of Daemonology
This path is primarily focused on exploiting the warped and twisted daemonic Disc that the Magus rides, tapping into its power to unleash massive blasts of power at close range. In conjunction with a summoned Blue Horror, a specialist in this path can rend and shatter everything around him, leaving a trail of ruin and destruction in his wake.

The Path of Daemonology is focused around enhancing your daemons and point blank or very short ranged damage. Spending points in Daemonology enhances the existing abilities Summon Blue Horror, Aegis of Orange Fire, Agonizing Torrent, and Swat Aside, grants the new abilities Exchange Vitality, Instability, Indigo Fire of Change, access to the tactics Chaotic Attunement, Daemonic Pact, and Daemonic Contract, and ultimately the Morale IV ability Firewyrm of Tzeentch.

Character Stats
There are eight stats the affect your character as you level and find better gear. In addition there are eight more stats that are defensive in nature. Not all the stats are effective for all the classes so I’ll try to outline what are the important ones to think about for your Magus.

Stats at Character Creation
When you first create your character, you have 50 points in each of the offensive stats. You are not able to allocate them, you just get what you get and start leveling from there.

Stats as You Level
At this time, all of the eight main stats do increase each time you level, though they all appear to increase at a different rate.

How Does Each Stat Impact Your Magus?
Since all of the careers get the same sixteen stats, they all have a varying degree of impact on each of our careers. Since the Magus can be short/moderate/long range damage your choice of stats may vary slightly from one spec to another.

Intelligence: Increases magic damage and reduces the chance that your attacks will be disrupted. Magi earn 4.5 points of Intelligence per level. Willpower: Increases healing and increases the chance that you will disrupt a magic attack. Magi earn 3.5 points of Willpower per level.

Initiative: Increases your chance to evade attacks and reduces your chance to be critically hit. Magi earn 4 points of Initiative per level.
Wounds: Increases hit points. Magi earn 9 points of Wounds per level.
Toughness: Reduces all damage taken. Magi earn 3 points of Toughness per level.
Strength: Increases melee ability damage, melee auto attack damage, and reduces the chance that your melee attacks will be blocked or parried. Strength has no noticeable effect on Magi.
Weapon Skill: Increases your chance to parry an attack. Increases armor penetration. Weapon Skill has no noticeable effect on Magi
Ballistic Skill: Increases your ranged damage and reduces the chances your ranged attacks will be blocked or dodged. Ballistic Skill has no noticeable effect on Magi.

Defensive Stats
Armor: Reduces physical damage.
Corporeal Resistance: Reduces damage from Corporeal school damage.
Spiritual Resistance: Reduces damage from Spiritual school damage.
Elemental Resistance: Reduces damage from Elemental school damage.
Block: Chance to parry melee attacks. Magi have no block ability.
Parry: Chance to parry melee attacks. Magi start with 8.3% chance to parry.
Dodge: Chance to evade attacks. Magi start with 8.3% chance to dodge.
Disrupt: Chance to disrupt magical attacks. Magi start with 8.3% chance to disrupt an attack.

Initial Abilities
Flickering Red Fire: Summons a chaotic bundle of red flame that flies toward your opponent to inflict 46 elemental damage. Range:100 ft. Cast Time: 2s. Cost: 40 AP.
Daemon Lash: An ethereal tentacle swipes the target in front of you for 45 damage. Range: 5 ft. Cast Time: Instant. Cost: 45 AP. Cooldown: 5s.
Flee: You run away from the battle in a mad panic, increasing your run speed by 30 for 10 seconds. You immediately lose all of your action points and your morale will begin to drop, and you will not begin to regain action points until 10 seconds have passed.

Early Life as a Magus
In most cases you can pull mobs from range using Flickering Red Fire and once in melee range and Daemon Lash. You should also be experimenting with your pets (the Pink Horror is earned at level 3) and learn how they are affected by their agro radius.

General Combat Tactics for Magi
Magi aren’t the squishiest of casters, but when it comes down to it, they are casters. Certainly, early in the Magus’ life, the majority of damage will want to be dealt from range just to keep yourself out of danger. Pet’s can be tricky in heavily congested areas so try some solo experimentation before you start dropping pets in a group so that you understand how your pets will interact with the environment around them.

Choosing a Path for Your Magus
The Magus can be specced for short, moderate, or long range damage. Speccing for long range damage limits you to mostly single target damage while speccing for moderate or short ranged damage allows for some area of effect or point blank area of effect damage respectively. The closer you end up to your targets, the more you are going to want to concentrate on Wounds, Toughness, Initiative, and Corporeal Resists since you will likely be in the thick of melee. It also seems that the Path of Changing and Path of Daemonology offer more crowd control options than the Path of Havoc.

Overall, the daemon pets seem a bit on the week side, however when properly geared, specced, and the right traits, the PBAE damage can be pretty impressive and the pets become instant cast so you just drop them when you need them. The Path of Daemonology is likely to be a powerhouse spec at max rank, but is difficult to manage as a leveling spec.

I’m not a big fan of the Havoc tree simply because the cast times are so long that any melee will have closed the distance gap at around 1.5 spells cast and quickly make minced meat of you. I know a lot of people liked this spec, but I couldn’t make it work for me.

The Changing line seems to be a nice sweet spot if you can’t make up your mind. You get ranged AE damage and the most crowd control available to you while only giving up a small portion of your range. I think this will be the most common leveling spec and could be played even without the deamon summoned.

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