Roo Stercogburn
Resident Freddy
- Joined
- Dec 22, 2003
- Messages
- 4,486
...or more accurately, our first pet.
The Magus disc is supposed to be Demon of Tcheezeburger, or something like that. Its supposed to be a living diabolical entity, not a frisbee that never lands. Its the defining atribute of what a Magus is and differentiates it from every other class in the game.
It does nothing. Nada. Zip. If you spec Daemonology you get a few fizzly pop effects when you do some pbaoe. And thats it.
The disc should be our 4th pet for when no turret pets are active. It could also be used to address the survivability issue that a Magus has.
Should no pets be active, the Disc should have its own pet bar. Rather than having nuke spells or stuff, it should have purely defensive or reactive abilities. Thus, if a Magus decides to summon a turret he's making a choice to play offensively. Making the Disc a defensive pet means that by default the Magus wanders around and potentially has half a chance when someone with harmful intent appears and decides to act on it.
Ok thats the 'In principle' stuff out of the way. What abilities.
In truth, I'm not sure. This would be very hard to balance. I don't want to introduce more CC to the game. There's not much more the Magus needs.
It would not be fair to negate other classes but currently the Magus has intense survivability problems.
Disc Ability ideas. As ever, these are just off the cuff and may or may not be feasible.
1) Move the baseline AoE root to the disc, make it a pet ability on the pet bar.
This removes the global cooldown from affecting the Magus. Not a massive change but helpful. It also means that if a Magus goes on the offensive with pets he's making a choice not to be a CC monkey.
2) Disc Blast - A percentage of damage taken by the Magus is stored up by the Disc and when it hits a certain amount becomes a 1-shot spell that can be shot at the enemy beating on the Magus. Note this does not reduce the damage taken by the Magus, it only means that the more a Magus gets hit, the faster this ability will build. The exact timings would be difficult to work out, perhaps have the ability do the same damage as Flickering Fire and put it on a 10 sec cooldown. It might not fire off as fast as every 10 secs, but certainly no more often.
3) Demonic Gateway - the Magus sacrifices himself to Tcheezeburger and turns his disc briefly into a gateway to the Warp to make 1 of each type of turret pet appear. When the Magus uses this spell he is unrezzable and must respawn at a rally master or starting point if in a scenario. The Magus would have to learn to be not dopey enough to use this during boss encounters in instances. An alternative to making the Magus unrezzable would be to put this on between a 2 to 5 minute cooldown. But it should not be possible for the Magus to chain suicide creating a demon zerg. This is potentially more of a giggle than really useful. But there should always be room for giggles.
4) Disc-Shield: 2 sec damage absorb or until x amount of damage has been taken. Random chance to proc and on 30 sec cooldown but the chance to proc increases every time the Magus gets hit. Should not absorb a lot of damage, just take the edge off. By making it a random chance, the likes of Witch Hunters still have a good chance to open with their most damaging attacks still being most effective.

The Magus disc is supposed to be Demon of Tcheezeburger, or something like that. Its supposed to be a living diabolical entity, not a frisbee that never lands. Its the defining atribute of what a Magus is and differentiates it from every other class in the game.
It does nothing. Nada. Zip. If you spec Daemonology you get a few fizzly pop effects when you do some pbaoe. And thats it.
The disc should be our 4th pet for when no turret pets are active. It could also be used to address the survivability issue that a Magus has.
Should no pets be active, the Disc should have its own pet bar. Rather than having nuke spells or stuff, it should have purely defensive or reactive abilities. Thus, if a Magus decides to summon a turret he's making a choice to play offensively. Making the Disc a defensive pet means that by default the Magus wanders around and potentially has half a chance when someone with harmful intent appears and decides to act on it.
Ok thats the 'In principle' stuff out of the way. What abilities.
In truth, I'm not sure. This would be very hard to balance. I don't want to introduce more CC to the game. There's not much more the Magus needs.
It would not be fair to negate other classes but currently the Magus has intense survivability problems.
Disc Ability ideas. As ever, these are just off the cuff and may or may not be feasible.
1) Move the baseline AoE root to the disc, make it a pet ability on the pet bar.
This removes the global cooldown from affecting the Magus. Not a massive change but helpful. It also means that if a Magus goes on the offensive with pets he's making a choice not to be a CC monkey.
2) Disc Blast - A percentage of damage taken by the Magus is stored up by the Disc and when it hits a certain amount becomes a 1-shot spell that can be shot at the enemy beating on the Magus. Note this does not reduce the damage taken by the Magus, it only means that the more a Magus gets hit, the faster this ability will build. The exact timings would be difficult to work out, perhaps have the ability do the same damage as Flickering Fire and put it on a 10 sec cooldown. It might not fire off as fast as every 10 secs, but certainly no more often.
3) Demonic Gateway - the Magus sacrifices himself to Tcheezeburger and turns his disc briefly into a gateway to the Warp to make 1 of each type of turret pet appear. When the Magus uses this spell he is unrezzable and must respawn at a rally master or starting point if in a scenario. The Magus would have to learn to be not dopey enough to use this during boss encounters in instances. An alternative to making the Magus unrezzable would be to put this on between a 2 to 5 minute cooldown. But it should not be possible for the Magus to chain suicide creating a demon zerg. This is potentially more of a giggle than really useful. But there should always be room for giggles.
4) Disc-Shield: 2 sec damage absorb or until x amount of damage has been taken. Random chance to proc and on 30 sec cooldown but the chance to proc increases every time the Magus gets hit. Should not absorb a lot of damage, just take the edge off. By making it a random chance, the likes of Witch Hunters still have a good chance to open with their most damaging attacks still being most effective.