Christian Chaney |
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First off I wish people would let us know if they've actually play tested the class or are just crunching numbers and speculating. The other night we did a 7th playtest with 3 consecutive encounters to test the durability of the Magus and Summoner. The other characters were a Barbarian (Giant Instinct), a sorcerer (arcane), and a Fighter. We went with these classes to also compare damage output per fight. The 3 encounters were:
1) 3 chuul's
2) 3 flesh golems
3) 1 adult black dragon
Our Magus would often on his first round use invisibility and spellstrike while getting into position while the eidolon, fighter, and barbarian would take the front line, the summoner hanging in the back to fill in as needed. The sorcerer was king of the damage in the first fight with the barbarian, fighter, summoner, and magus all coming in about equal.
The flesh golems were tough and pounded the barbarian, but with a heightened jump spell on the eidolon and the magus putting his stride ability to good use were able to get behind them so the group could get flanking. It was a tough fight, but the magus was 1st in damage with his use of produce flame on his spell strike vs the golems. Barbarian was 2nd, fighter and summoner were about the same. The sorcerer actually healed on of them forgetting when he cast a lightning bolt... hahaha
The black dragon (which we expected to loose the fight) was rough, but with 2 crits in a row from the barbarian we won (purely by luck). The summoner ended up playing medic trying to keep people alive with heal, while the eidolon would move to absorb the AoO (he only made on attack on the dragon, but did hit and it was equal damage to the group fighter). The fight was crazy, the fighters shield was destroyed when he blocked a crit on the barbarian, but that kept the barbarian up. The magus also had shield block, as did the summoner. The shields honestly were the reason we succeeded.
My take away is that while 4 spells for the magus are too tight, 6 spells work. While its a little tricky to figure out what to do with the summoner when your friends are dying and you have a heal spell, the rest of the time it's a fun class and didn't ever feel like I was repeating my actions over and over again. I know our Magus felt the same, his heightened invisibility was his favorite and with that cruised around and got several crits bumping up the effect of his spell strike.
I will fully admit that when I first read the Magus I thought "What are they thinking, this will not work" but after actually playtesting (a lot) I am please to report I was wrong.