Magus: Difference between revisions

From RoR Wiki
Jump to: navigation, search
Line 33: Line 33:
* Chaos Unleashed tactic will now also reduce the cooldown on Tzeentch's Firestorm by 10 seconds ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&t=23036#p257102 link])
* Chaos Unleashed tactic will now also reduce the cooldown on Tzeentch's Firestorm by 10 seconds ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&t=23036#p257102 link])
* Bolt of Change is now the 9pt ability in the Havoc tree ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&t=23036#p257102 link])
* Bolt of Change is now the 9pt ability in the Havoc tree ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&t=23036#p257102 link])
* Pet changes:
** Flamer increases the tick speed of dots, and your damage stack will persist as long as you are within 50ft of the pet, rather than 25ft
** Blue Horror increases your dodge/disrupt by 5% per stack, capping at 40%. Decreases spell range by 50%

Revision as of 18:56, 8 February 2018

Magus Banner.jpg

A Magus of Tzeentch is a devoted follower of the Raven God, and has spent his entire lifetime studying pure sorcery with a fevered intensity. Desperate for even a bare glimpse of Tzeentchs great plan, the Magus has learned through his research that Tzeentchs 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. While it is plainly impossible for a mortal mind to grasp even the smallest fragment of Tzeentchs thoughts without being shattered into gibbering insanity, it nonetheless amuses Tzeentch to allow his mortal followers to continue in their pursuits. To that end, a particularly powerful and devoted Magus may be gifted with the services of Tzeentchs daemons.

Even for the strongest of Tzeentchs followers, to call a daemon is no small task, for these chaos-spawned nightmares are often equally happy to devour either their summoner or his enemies. A Magus has just barely enough control to ensure that any daemon he calls forth will focus its unnatural attention on his foes instead of on himself, but even that slight leash is enough to serve his purposes- after all, ordering a daemon to rend and destroy is redundant, since the daemon will do so regardless.

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.

Magus Specialty

All manner of Daemons are counted amongst the numbers of the Raven Host, but the Magus uses the power of only one such creature – the arcane and powerful Disc of Tzeentch. He is forever bound to this living platform, and it is utterly ruled by his will. Wielding the power of the Aethyr, the Magus unleashes his spells from atop his mount while commanding the mount itself to unleash its own mighty powers. Channeling his dark powers through his Disc, mortal and Daemon achieve potent synergy, and leave only devastation in their wake.

Playing as a Magus

As a Magus, the primary tactical questions you must answer in battle are which of your abilities will be most effective, and where best to apply them. Your damage dealing power will be well applied in almost any situation, but an in depth understanding of the secondary effects of your spells is also pivotal to maximizing your effectiveness and potency. You are versatile, but you must select the best tools for each fight in order to succeed. Supplement this with good use of your Disc and its special abilities and you will have mastered the basics of playing the Magus.

Playing against a Magus

Defeating a Magus is largely similar to defeating any other powerful damage dealer. He is deadly, but fragile, possessing very limited defensive capabilities. The key special consideration springs from his versatility. If you assault a Magus with one particular approach, he may well have an offense to counter your own. Thus you must either employ a variety of attacks to circumvent this, or be ready to change tactics with extreme agility to react to whatever trick the Magus happens to pull out of his hat.

Career Masteries

Path of Havoc

This path focuses on long-range attacks, and specializes in 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. While the Magus may sometimes appear vulnerable due to the intense concentration that shaping raw magic requires, the unsuspecting foe who thinks that they face a weak enemy will only have a brief moment to be shocked and dismayed before the blasts of chaotic force remove them from this life.

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.

Path of Daemonology

This path is primarily focused on tapping into the power of warping and twisted chaotic energy 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.

Class Changes

  • Dissolving Mist radius extended to meet its visual effects (link)
  • Tzeentch's Firestorm radius extended to meet its visual effects (link)
  • Tzeentch's Firestorm is now the 13pt ability in the Havoc tree, can be cast on the move, and has a snare effect added. (link)
  • Chaos Unleashed tactic will now also reduce the cooldown on Tzeentch's Firestorm by 10 seconds (link)
  • Bolt of Change is now the 9pt ability in the Havoc tree (link)
  • Pet changes:
    • Flamer increases the tick speed of dots, and your damage stack will persist as long as you are within 50ft of the pet, rather than 25ft
    • Blue Horror increases your dodge/disrupt by 5% per stack, capping at 40%. Decreases spell range by 50%