kevinprower
09-11-2008, 08:29 AM
Hello and welcome to the Magus Class Guide! I will be covering everything I can about the Magus class: from skills to pvp and more. Please bear in mind that this is my first comprehensive guide and any suggestions will be welcome and appreciated to make this the best class guide anywhere! I would also like to point out that I am taking some organization and style queues for my guide from Duty who has posted some extremely well-written guides on the site.
Let's get started!
Guide Version 0.1.1
WAR Beta Version 4.1.1
This is a comprehensive guide for anyone wanting to, or currently playing, the Magus. This guide will also assume that the player has experience in the MMO universe and is familiar with Warhammer: Age of Reckoning's lore and user interface.
I will try to provide as much information as possible for anything to do with the Magus as a class.
Here are a few helpful links to Magus skills:
Action Abilites (http://www.wardb.com/search.aspx?browse=6.1.16)
Morale Abilities (http://www.wardb.com/search.aspx?browse=6.2.16)
Tactics (http://www.wardb.com/search.aspx?browse=6.3.16)
Renown Mastery (http://www.wardb.com/search.aspx?browse=6.5.16)
The Magus: The Will of Tzeentch
“Let mere Wizards have their simple fire. The flames of Tzeentch are by far the more subtle, the stranger, and all the more powerful for it. Who is more deeply burned? The man who is scorched and recoils, or the man who accepts the flame, thinking it is but warming light?”
- Tor Ravenson, Magus
To those who are turned off to the Magus by this quote, I suggest you reconsider playing one. The Magus is not a class for those seeking huge crits and bodies flying everywhere from their destructive abilities. The Magus is a class that quietly wreaks havoc on the field of battle in most situations, but can also be an unavoidable presence of death to those opposing the Magus if played effectively.
Why should I play a Magus?
The initial draw to the Magus is just two words:
Flying. Disk.
We all remember Marty McFly buzzing around on his hoverboard in Back to the Future and how cool it would be to do that. Granted, the disc is purely aesthetic, but the look of a class is the deciding factor for a number of people when they are choosing their role.
The Magus is more than just a spellcaster who was creative enough to make surfing a land sport, though.
If you have ever played another MMO before, you have probably run into or played the classic Damage Over Time caster. If I had to sum up the class in a couple words, that would be it. Fortunately, I don't have to sum it up and can go into much greater detail!
Ok, so we know that the Magus is obviously a spellcaster and that's your thing. If it wasn't, you wouldn't be here. So what makes this class different from the others? Think about the other damage casting classes in WAR. We have the Bright Wizard and Sorceress. Sure there are others can can do damage, but they also heal. You're the type who likes to just do damage.
Damage, despite what some people may believe, is what the Magus can do better than almost any other class.
I'll go into greater detail with what abilities work in which situations and all, but as a summary for the play style of the Magus, you're basically a battle-mage, weaving in and out of melee range eating away at everyone's health and driving the healers crazy. With your defensive and offensive capabilities, not only are you hard to bring down, you're hard to catch in the first place! A Magus rarely stands in one place for more than a couple seconds, which makes them a truly fearsome force.
Magus Abilities and Applications
Here's where I will show you the Magus' abilities and how to effectively apply them to combat situations. You may notice that I reference situations that involve us and healers. This is because I believe that we are the anti-healer in many situations because we have so many tools to make their jobs like working as a failed brain surgeon and earning minimum wage (extremely hard, frustrating, and unrewarding.) As a bonus, you get some of my lame and poorly structured humor!
Core Abilities:
245 – Level 1
You will only use this in two situations: to get away from someone faster, or to get somewhere faster. I would not suggest you use this to chase someone down unless they're not headed for their own team or not trying to draw you away from an area.
8484 – Level 1
A very effective point-blank direct damage attack. Especially useful when dealing with a melee class who got within 5 ft of you after you hexed them. That combo will save you from having to use your AoE root if dealing with a single target.
8473 – Level 3
Not the most useful of abilities aside from healing up your daemon between fights so it can survive through an AoE assault. I don't suggest trying to keep your pet alive during a battle when you could spend that time and AP killing someone.
8477 – Level 7
Great spell for casting on that annoying melee or caster that just wont leave you alone while you're going after their healer.
8480 – Level 10
This. Spell. Rocks. As soon as you hit level 10 and get this spell, you go from a minor annoyance on the battlefield to a force to be reckoned with. It's especially devious when a large group of players are running somewhere in tight quarters and you root them all.
8492 – Level 11
Congratulations! You can now take a couple hits without too much trouble. Awesome and much-needed buff.
8542 – Level 22
Sometimes I place a daemon in a spot only to realize that if I had put it in another spot it would do better. This spell solves that problem by basically resummoning a pet for half the AP.
8481 – Level 25
Have your pet go out with style and drain the AP from anyone with a front row seat to it's fireworks display. What's that, Mr. Melee? You want to run up and kill my daemon? Let me take care of that for you...
Path of Havoc:
8470 – Level 1
Your basic ranged attack. Not as much damage as the Sorc and BW, but we can do a lot more damage in other ways. Good for finishing off someone who's fleeing and thinking they escaped. This can be improved through specialization and worked into a dps rotation too.
8474 – Level 3
Your long-range daemon. These guys are great for dealing with those Bright Wizard cowards who try to stay at max range from you, but forget about your daemon who's tucked in a corner. Also good for setting up facing a choke point.
8488 – Level 9
A good instant-cast DoT. One of the DoTs that you will be stacking a lot.
8479 – Level 12
Instant-cast direct damage. 'Nuff said.
8491 – Level 30
Another in your line of intant-cast DoTs. This one is great to lead your DoT rotation off with because it reduces your target's chance to disrupt all spells to follow.
8486 – Level 35
This is not going to be something that a truly effective Magus will cast very often. Yes, it has good damage, but with the run-and-gun style of the Magus, you wont have much time to cast this a lot. Good for an opener as long as you're not already being attacked.
Path of Changing:
8471 – Level 2
This spell is average. It has a nice 1 second casting time, but I haven't seen it hit my target 3 times like it promises most of the time.
8482 – Level 5
You will use this spell thousands of times. Yes, it's that good. The AoE aspect combined with a built-in debuff make this spell awesome. AoE DoTs like this are what make the Magus so good.
8478 – Level 8
Good daemon, bad name. This guy comes with a few good abilities and will be your most common daemon to summon.
8475 – Level 14
Another great spell that falls into the target AoE line. The AoE interrupt component makes this a very good spell to cast on groups.
8489 – Level 16
This is what we in the gaming world refer to as IMBA! If you specialize into the Changing tree, this ability becomes disgustingly good.
8483 – Level 20
A knockback spell! Any time that I can knock an enemy back, I can't help but smile, because I know they worked their butt off to get to me, only to have me send them flying over a cliff.
Path of Daemonology:
8487 – Level 4
At first glance this spell doesn't look very enticing since it's more of a point blank spell. But this is extremely effective versus large groups of people. This is one of the reasons a Magus is most effective when weaving in and out of melee range casting DoTs on everyone.
8472 – Level 6
A good little spell for dealing with targets in front of you. I can't tell whether it does damage to multiple targets or not yet, as I haven't used it very often.
8476 – Level 6
This daemon is great for close-quarters with large groups of people, they're used exactly for that. That doesn't mean it can't do some medium ranged damage, but it's better suited for close range. Best for placing at choke points where lots of people are coming through at once.
8541 – Level 18
Few things are more fun than laying little daemons down to explode when someone gets close. You also can toss these guys to where you want them to be, instead of running up and standing on the spot like with your turret daemons. Daemon grenades. Sweet.
8490 – Level 28
This is a pretty significant resistance buff. I haven't tested it yet obviously, but it seems very beneficial since some of the hardest damage is corporeal.
8485 – Level 40
Wade into the middle of a group after you cast your group DoTs and let'er rip! Great as a closer for AoE DoTing.
Specialization Abilities
The Magus has three very distinct and structured trees at its disposal. They cater to either long-range, mid-range, or short-range casters and bolster their accompanying spells. This can be embodied by the associating daemon belonging to each tree and the daemon's natural abilities and uses, with the tree itself. Havoc utilizes long-range abilities, so it's daemon is the Pink Horror. Changing is mid-ranged and has fast, steady damage, and it's daemon is the Flamer. Finally, the Daemonology tree is best for short-range AoE attacks, so, by process of elimination, the daemon is Mark Jacobs.
The values I put next to the spells, like “3 points in Changing,” mean that it takes 3 points to unlock that ability, but you have to spend an extra point to be able to use the ability since it doesn't become usable just by adding 3 points to the corresponding tree. You physically have to put a point into the ability to use it. So if it's easier for you, take the value I post and add 1 to it.
Havoc
This specialization tree is meant for the Magus who likes to sit and “throw bolts” for damage. It is highly effective for single target dps and gives you a lower profile on the battlefield, meaning you will stay alive a lot longer if no healer is in sight because no one will have noticed you (hopefully). This tree boasts high burst damage with a little extra hex thrown in for good measure that will drive healers crazy.
8517 – 3 Points in Havoc
This tactic is pretty awesome if you want to just hang back and sling your flames. It works especially well if 2 healers are standing next to each other because they'll spook and scamper away leaving their tanks and dps without heals.
8495 – 5 Points in Havoc
This is a great spell if you want to really annoy the those healers. Cast it on a tank and you may notice a couple healers fall over dead while you just laugh. The best thing about it is that the healers will not be able to remove it, so it's either wait til the hex runs out, or try and heal their tank and themselves at the same time.
8516 – 7 Points in Havoc
You're already the lone-ranger in a sense with the havoc build, so why not be able to heal yourself? This tactic does just that. Every 10 seconds you can heal yourself for half of the damage you deal with a great instant-cast spell. Even if you're running away from someone, you can give them that last spiteful, fiery blast to the face and get a decent amount of health for it.
8496 – 9 Points in Havoc
Who says Bright Wizards and Sorceresses do more damage than we Magi on every hit? They obviously have never seen this spell before. Best possible range for a spell in the game, combined with higher overall damage, this spell is definitely something you will cast every time it's up. Best of all, it will never be disrupted, blocked, or anything! This is a must-have for any Havoc build. That's right, any Havoc build should have it.
8518 – 11 Points in Havoc
A base 15% increase to the critical strike chance for all Havoc spells is pretty nice. Though this is one of those tactics that you have to weigh the benefits of with other tactics. Would 15% crit be better than some healing or hitting two targets with a single spell. It's up to you as the player. If you see that you tend to not get noticed by your enemies and you don't take much damage, then this would definitely be useful.
8498 – 13 Points in Havoc
This is one big, flashy spell that kind of goes against the strengths of the Havoc tree, but it's definitely cool to have. The spell emanates out from you, so if you find yourself in the middle of a group all of a sudden, this is a good spell to have. The only downfall is that you lose channel time every time someone hits you, so make sure you aren't the focus of the assault before you cast this spell. A good way to do this is to jump from a window in your keep to the mob of enemies below and let this thing fly.
8533 – 15 Points in Havoc
Ah, the coup de grace of the Havoc tree. This potent little ability is a veritible death sentence for your enemy. This, more so than other level 4 morales, is something that you will see quite often if you fall into the classic “sit back and fire away” approach to the Magus. You will be doing so much single target damage that your morale bar will fill at an almost alarming rate, so I would suggest you get this morale ability since you'll see it more than once in your lifetime. To go along with my “I eat healers” theme, this is something that will render a healer completely useless and vulnerable to a point of throwing themselves off a ledge to make death come faster and to save themselves the humiliation of someone killing them while they have to sit and watch.
Changing
Ok, so you want to be a little closer to the battle and not just spam three buttons for damage. You want a little more excitement while being somewhat safe at the same time. You want to ditch the pacifier, bottle, and... Ok, I'm getting a little carried away. The Changing tree is for those magi who like action and don't mind sacrificing huge numbers for more steady and fast-paced damage. This also looks to be the most popular tree so far, though we've only just begun in WAR.
8520 – 3 Points in Changing
This tactic just adds to our DoT line. It's nothing too special, to be honest. It's an extra 132 damage over time, but in the grand scheme of things, it's pretty insignificant to have as one of your tactics compared to your core tactics.
8497 – 5 Points in Changing
This is a great spell to cast on melee in large groups. Combined with some of your other DoTs, it makes for a great spell to really stack the damage. And when this thing pops, watch some people turn tail and run.
8519 – 7 Points in Changing
This is a must for anyone specializing in the changing tree. It's much too awesome to pass up. Imagine Pandemonium recasting itself over and over, even when someone tries to remove it.
8502 – 9 Points in Changing
You want to know what's cool? This is cool. Start channeling this when someone is low on health and watch the hilarity ensue. Sure, they'll probably get killed as soon as they turn into a daemon, but hey, they get to watch themselves turn into one, which is very rewarding for us. The damage on this skill is really good as well, so don't be afraid to cast this at any time. Another great talent to get from the Changing tree!
8521 – 11 Points in Changing
Another 15% crit to a spell line. This may have less of an overall impact on your damage output than the Havoc line's equivalent. If I were to suggest, I would say to forgo getting this and spend the point elsewhere unless you exclusively use Changing line abilities.
8494 – 13 Points in Changing
Ok, I think this spell is awesome. This can easily clear out a room in a keep, or prevent people from capping a point. People have to move, they don't have a choice. This is, quite possibly, one of the most devious abilities in the game!
8534 – 15 Points in Changing
Wow, does this pack a punch. The amount of damage on this ability takes a huge chunk out of the other team if you're close enough. Unfortunately, it also takes a huge chunk of morale to even use. With the amount of running and gunning that the Magus will be doing when specialized into changing, you wont see this often. But when you do, you get to lay down the hammer!
Let's get started!
Guide Version 0.1.1
WAR Beta Version 4.1.1
This is a comprehensive guide for anyone wanting to, or currently playing, the Magus. This guide will also assume that the player has experience in the MMO universe and is familiar with Warhammer: Age of Reckoning's lore and user interface.
I will try to provide as much information as possible for anything to do with the Magus as a class.
Here are a few helpful links to Magus skills:
Action Abilites (http://www.wardb.com/search.aspx?browse=6.1.16)
Morale Abilities (http://www.wardb.com/search.aspx?browse=6.2.16)
Tactics (http://www.wardb.com/search.aspx?browse=6.3.16)
Renown Mastery (http://www.wardb.com/search.aspx?browse=6.5.16)
The Magus: The Will of Tzeentch
“Let mere Wizards have their simple fire. The flames of Tzeentch are by far the more subtle, the stranger, and all the more powerful for it. Who is more deeply burned? The man who is scorched and recoils, or the man who accepts the flame, thinking it is but warming light?”
- Tor Ravenson, Magus
To those who are turned off to the Magus by this quote, I suggest you reconsider playing one. The Magus is not a class for those seeking huge crits and bodies flying everywhere from their destructive abilities. The Magus is a class that quietly wreaks havoc on the field of battle in most situations, but can also be an unavoidable presence of death to those opposing the Magus if played effectively.
Why should I play a Magus?
The initial draw to the Magus is just two words:
Flying. Disk.
We all remember Marty McFly buzzing around on his hoverboard in Back to the Future and how cool it would be to do that. Granted, the disc is purely aesthetic, but the look of a class is the deciding factor for a number of people when they are choosing their role.
The Magus is more than just a spellcaster who was creative enough to make surfing a land sport, though.
If you have ever played another MMO before, you have probably run into or played the classic Damage Over Time caster. If I had to sum up the class in a couple words, that would be it. Fortunately, I don't have to sum it up and can go into much greater detail!
Ok, so we know that the Magus is obviously a spellcaster and that's your thing. If it wasn't, you wouldn't be here. So what makes this class different from the others? Think about the other damage casting classes in WAR. We have the Bright Wizard and Sorceress. Sure there are others can can do damage, but they also heal. You're the type who likes to just do damage.
Damage, despite what some people may believe, is what the Magus can do better than almost any other class.
I'll go into greater detail with what abilities work in which situations and all, but as a summary for the play style of the Magus, you're basically a battle-mage, weaving in and out of melee range eating away at everyone's health and driving the healers crazy. With your defensive and offensive capabilities, not only are you hard to bring down, you're hard to catch in the first place! A Magus rarely stands in one place for more than a couple seconds, which makes them a truly fearsome force.
Magus Abilities and Applications
Here's where I will show you the Magus' abilities and how to effectively apply them to combat situations. You may notice that I reference situations that involve us and healers. This is because I believe that we are the anti-healer in many situations because we have so many tools to make their jobs like working as a failed brain surgeon and earning minimum wage (extremely hard, frustrating, and unrewarding.) As a bonus, you get some of my lame and poorly structured humor!
Core Abilities:
245 – Level 1
You will only use this in two situations: to get away from someone faster, or to get somewhere faster. I would not suggest you use this to chase someone down unless they're not headed for their own team or not trying to draw you away from an area.
8484 – Level 1
A very effective point-blank direct damage attack. Especially useful when dealing with a melee class who got within 5 ft of you after you hexed them. That combo will save you from having to use your AoE root if dealing with a single target.
8473 – Level 3
Not the most useful of abilities aside from healing up your daemon between fights so it can survive through an AoE assault. I don't suggest trying to keep your pet alive during a battle when you could spend that time and AP killing someone.
8477 – Level 7
Great spell for casting on that annoying melee or caster that just wont leave you alone while you're going after their healer.
8480 – Level 10
This. Spell. Rocks. As soon as you hit level 10 and get this spell, you go from a minor annoyance on the battlefield to a force to be reckoned with. It's especially devious when a large group of players are running somewhere in tight quarters and you root them all.
8492 – Level 11
Congratulations! You can now take a couple hits without too much trouble. Awesome and much-needed buff.
8542 – Level 22
Sometimes I place a daemon in a spot only to realize that if I had put it in another spot it would do better. This spell solves that problem by basically resummoning a pet for half the AP.
8481 – Level 25
Have your pet go out with style and drain the AP from anyone with a front row seat to it's fireworks display. What's that, Mr. Melee? You want to run up and kill my daemon? Let me take care of that for you...
Path of Havoc:
8470 – Level 1
Your basic ranged attack. Not as much damage as the Sorc and BW, but we can do a lot more damage in other ways. Good for finishing off someone who's fleeing and thinking they escaped. This can be improved through specialization and worked into a dps rotation too.
8474 – Level 3
Your long-range daemon. These guys are great for dealing with those Bright Wizard cowards who try to stay at max range from you, but forget about your daemon who's tucked in a corner. Also good for setting up facing a choke point.
8488 – Level 9
A good instant-cast DoT. One of the DoTs that you will be stacking a lot.
8479 – Level 12
Instant-cast direct damage. 'Nuff said.
8491 – Level 30
Another in your line of intant-cast DoTs. This one is great to lead your DoT rotation off with because it reduces your target's chance to disrupt all spells to follow.
8486 – Level 35
This is not going to be something that a truly effective Magus will cast very often. Yes, it has good damage, but with the run-and-gun style of the Magus, you wont have much time to cast this a lot. Good for an opener as long as you're not already being attacked.
Path of Changing:
8471 – Level 2
This spell is average. It has a nice 1 second casting time, but I haven't seen it hit my target 3 times like it promises most of the time.
8482 – Level 5
You will use this spell thousands of times. Yes, it's that good. The AoE aspect combined with a built-in debuff make this spell awesome. AoE DoTs like this are what make the Magus so good.
8478 – Level 8
Good daemon, bad name. This guy comes with a few good abilities and will be your most common daemon to summon.
8475 – Level 14
Another great spell that falls into the target AoE line. The AoE interrupt component makes this a very good spell to cast on groups.
8489 – Level 16
This is what we in the gaming world refer to as IMBA! If you specialize into the Changing tree, this ability becomes disgustingly good.
8483 – Level 20
A knockback spell! Any time that I can knock an enemy back, I can't help but smile, because I know they worked their butt off to get to me, only to have me send them flying over a cliff.
Path of Daemonology:
8487 – Level 4
At first glance this spell doesn't look very enticing since it's more of a point blank spell. But this is extremely effective versus large groups of people. This is one of the reasons a Magus is most effective when weaving in and out of melee range casting DoTs on everyone.
8472 – Level 6
A good little spell for dealing with targets in front of you. I can't tell whether it does damage to multiple targets or not yet, as I haven't used it very often.
8476 – Level 6
This daemon is great for close-quarters with large groups of people, they're used exactly for that. That doesn't mean it can't do some medium ranged damage, but it's better suited for close range. Best for placing at choke points where lots of people are coming through at once.
8541 – Level 18
Few things are more fun than laying little daemons down to explode when someone gets close. You also can toss these guys to where you want them to be, instead of running up and standing on the spot like with your turret daemons. Daemon grenades. Sweet.
8490 – Level 28
This is a pretty significant resistance buff. I haven't tested it yet obviously, but it seems very beneficial since some of the hardest damage is corporeal.
8485 – Level 40
Wade into the middle of a group after you cast your group DoTs and let'er rip! Great as a closer for AoE DoTing.
Specialization Abilities
The Magus has three very distinct and structured trees at its disposal. They cater to either long-range, mid-range, or short-range casters and bolster their accompanying spells. This can be embodied by the associating daemon belonging to each tree and the daemon's natural abilities and uses, with the tree itself. Havoc utilizes long-range abilities, so it's daemon is the Pink Horror. Changing is mid-ranged and has fast, steady damage, and it's daemon is the Flamer. Finally, the Daemonology tree is best for short-range AoE attacks, so, by process of elimination, the daemon is Mark Jacobs.
The values I put next to the spells, like “3 points in Changing,” mean that it takes 3 points to unlock that ability, but you have to spend an extra point to be able to use the ability since it doesn't become usable just by adding 3 points to the corresponding tree. You physically have to put a point into the ability to use it. So if it's easier for you, take the value I post and add 1 to it.
Havoc
This specialization tree is meant for the Magus who likes to sit and “throw bolts” for damage. It is highly effective for single target dps and gives you a lower profile on the battlefield, meaning you will stay alive a lot longer if no healer is in sight because no one will have noticed you (hopefully). This tree boasts high burst damage with a little extra hex thrown in for good measure that will drive healers crazy.
8517 – 3 Points in Havoc
This tactic is pretty awesome if you want to just hang back and sling your flames. It works especially well if 2 healers are standing next to each other because they'll spook and scamper away leaving their tanks and dps without heals.
8495 – 5 Points in Havoc
This is a great spell if you want to really annoy the those healers. Cast it on a tank and you may notice a couple healers fall over dead while you just laugh. The best thing about it is that the healers will not be able to remove it, so it's either wait til the hex runs out, or try and heal their tank and themselves at the same time.
8516 – 7 Points in Havoc
You're already the lone-ranger in a sense with the havoc build, so why not be able to heal yourself? This tactic does just that. Every 10 seconds you can heal yourself for half of the damage you deal with a great instant-cast spell. Even if you're running away from someone, you can give them that last spiteful, fiery blast to the face and get a decent amount of health for it.
8496 – 9 Points in Havoc
Who says Bright Wizards and Sorceresses do more damage than we Magi on every hit? They obviously have never seen this spell before. Best possible range for a spell in the game, combined with higher overall damage, this spell is definitely something you will cast every time it's up. Best of all, it will never be disrupted, blocked, or anything! This is a must-have for any Havoc build. That's right, any Havoc build should have it.
8518 – 11 Points in Havoc
A base 15% increase to the critical strike chance for all Havoc spells is pretty nice. Though this is one of those tactics that you have to weigh the benefits of with other tactics. Would 15% crit be better than some healing or hitting two targets with a single spell. It's up to you as the player. If you see that you tend to not get noticed by your enemies and you don't take much damage, then this would definitely be useful.
8498 – 13 Points in Havoc
This is one big, flashy spell that kind of goes against the strengths of the Havoc tree, but it's definitely cool to have. The spell emanates out from you, so if you find yourself in the middle of a group all of a sudden, this is a good spell to have. The only downfall is that you lose channel time every time someone hits you, so make sure you aren't the focus of the assault before you cast this spell. A good way to do this is to jump from a window in your keep to the mob of enemies below and let this thing fly.
8533 – 15 Points in Havoc
Ah, the coup de grace of the Havoc tree. This potent little ability is a veritible death sentence for your enemy. This, more so than other level 4 morales, is something that you will see quite often if you fall into the classic “sit back and fire away” approach to the Magus. You will be doing so much single target damage that your morale bar will fill at an almost alarming rate, so I would suggest you get this morale ability since you'll see it more than once in your lifetime. To go along with my “I eat healers” theme, this is something that will render a healer completely useless and vulnerable to a point of throwing themselves off a ledge to make death come faster and to save themselves the humiliation of someone killing them while they have to sit and watch.
Changing
Ok, so you want to be a little closer to the battle and not just spam three buttons for damage. You want a little more excitement while being somewhat safe at the same time. You want to ditch the pacifier, bottle, and... Ok, I'm getting a little carried away. The Changing tree is for those magi who like action and don't mind sacrificing huge numbers for more steady and fast-paced damage. This also looks to be the most popular tree so far, though we've only just begun in WAR.
8520 – 3 Points in Changing
This tactic just adds to our DoT line. It's nothing too special, to be honest. It's an extra 132 damage over time, but in the grand scheme of things, it's pretty insignificant to have as one of your tactics compared to your core tactics.
8497 – 5 Points in Changing
This is a great spell to cast on melee in large groups. Combined with some of your other DoTs, it makes for a great spell to really stack the damage. And when this thing pops, watch some people turn tail and run.
8519 – 7 Points in Changing
This is a must for anyone specializing in the changing tree. It's much too awesome to pass up. Imagine Pandemonium recasting itself over and over, even when someone tries to remove it.
8502 – 9 Points in Changing
You want to know what's cool? This is cool. Start channeling this when someone is low on health and watch the hilarity ensue. Sure, they'll probably get killed as soon as they turn into a daemon, but hey, they get to watch themselves turn into one, which is very rewarding for us. The damage on this skill is really good as well, so don't be afraid to cast this at any time. Another great talent to get from the Changing tree!
8521 – 11 Points in Changing
Another 15% crit to a spell line. This may have less of an overall impact on your damage output than the Havoc line's equivalent. If I were to suggest, I would say to forgo getting this and spend the point elsewhere unless you exclusively use Changing line abilities.
8494 – 13 Points in Changing
Ok, I think this spell is awesome. This can easily clear out a room in a keep, or prevent people from capping a point. People have to move, they don't have a choice. This is, quite possibly, one of the most devious abilities in the game!
8534 – 15 Points in Changing
Wow, does this pack a punch. The amount of damage on this ability takes a huge chunk out of the other team if you're close enough. Unfortunately, it also takes a huge chunk of morale to even use. With the amount of running and gunning that the Magus will be doing when specialized into changing, you wont see this often. But when you do, you get to lay down the hammer!