
kestral287 |
Scavion wrote:kestral287 wrote:Scavion wrote:... Wait, you really think that Flaming and Shocking are the balance issues here?The Magus/Paladin/Arcane/Divine Bond ability allows you to add the weapon property to your weapon. Abilities do what they say they do and nothing more or less. The ability does not then ALSO activate the weapon property as it does not have language that allows it to.
When one allows their players to stretch their abilities beyond what their abilities actually say they can do, they often deal with the overpowered consequences.
Nope. My statement was, "If the DM wishes to curtail a portion of the Magus' damage, he is well within his right to do so by enforcing this rule."
The true matter is simply that the Magus makes a lot of Martials look bad because it has 6/9 spellcasting, 3/4ths BAB, and really good class features. Especially if it's competing against a Fighter or Ranger.
How is it making rangers look bad? Let's assume he is going against a fair amount of favored enemies.
Most rangers if build well have decent utility and can compete in damage.
Well, he's apparently making this Ranger look bad. Take that as you will.

Scavion |

wraithstrike wrote:Well, he's apparently making this Ranger look bad. Take that as you will.Scavion wrote:kestral287 wrote:Scavion wrote:... Wait, you really think that Flaming and Shocking are the balance issues here?The Magus/Paladin/Arcane/Divine Bond ability allows you to add the weapon property to your weapon. Abilities do what they say they do and nothing more or less. The ability does not then ALSO activate the weapon property as it does not have language that allows it to.
When one allows their players to stretch their abilities beyond what their abilities actually say they can do, they often deal with the overpowered consequences.
Nope. My statement was, "If the DM wishes to curtail a portion of the Magus' damage, he is well within his right to do so by enforcing this rule."
The true matter is simply that the Magus makes a lot of Martials look bad because it has 6/9 spellcasting, 3/4ths BAB, and really good class features. Especially if it's competing against a Fighter or Ranger.
How is it making rangers look bad? Let's assume he is going against a fair amount of favored enemies.
Most rangers if build well have decent utility and can compete in damage.
Im assuming that the Ranger isnt getting to utilize his favored enemy bonus much because he is supposedly only doing 50% of the Magus' damage.

wraithstrike |

wraithstrike wrote:Well, he's apparently making this Ranger look bad. Take that as you will.Scavion wrote:kestral287 wrote:Scavion wrote:... Wait, you really think that Flaming and Shocking are the balance issues here?The Magus/Paladin/Arcane/Divine Bond ability allows you to add the weapon property to your weapon. Abilities do what they say they do and nothing more or less. The ability does not then ALSO activate the weapon property as it does not have language that allows it to.
When one allows their players to stretch their abilities beyond what their abilities actually say they can do, they often deal with the overpowered consequences.
Nope. My statement was, "If the DM wishes to curtail a portion of the Magus' damage, he is well within his right to do so by enforcing this rule."
The true matter is simply that the Magus makes a lot of Martials look bad because it has 6/9 spellcasting, 3/4ths BAB, and really good class features. Especially if it's competing against a Fighter or Ranger.
How is it making rangers look bad? Let's assume he is going against a fair amount of favored enemies.
Most rangers if build well have decent utility and can compete in damage.
I am taking it as a disparity in player system mastery. :)

Zathyr |
James Jacobs wrote:While it's a command word to activate or deactivate a weapon like a flaming or a frost weapon... once activated it stays on. Sheathing it suppresses the energy automatically, and when you draw the weapon later it's ready to go. You'd only want to turn off the energy effect, as a previous poster said, when you're facing something that using that type of energy against is a bad idea.Minor insight into what they think about it. Devs believe it takes a standard action to activate and then one can leave it on in the sheathe. Unfortunately for those who gain the property suddenly, this is not feasible for them.
RAW I'm not "could" be right. I am right. You can argue intent, but the RAW is clear. The Magus ability grants the weapon property. It does not then also activate said weapon property.
When you apply the property, why can you not simply apply it active? Is there anything that states that these enchants default to inactive when they're first applied? You're already making a number of decisions about assorted special weapon enchantments. It's like building a lamp and plugging it in - the position of an on/off switch seems like a pretty simple decision to make in the process.

Blakmane |

wraithstrike wrote:Well, he's apparently making this Ranger look bad. Take that as you will.Scavion wrote:kestral287 wrote:Scavion wrote:... Wait, you really think that Flaming and Shocking are the balance issues here?The Magus/Paladin/Arcane/Divine Bond ability allows you to add the weapon property to your weapon. Abilities do what they say they do and nothing more or less. The ability does not then ALSO activate the weapon property as it does not have language that allows it to.
When one allows their players to stretch their abilities beyond what their abilities actually say they can do, they often deal with the overpowered consequences.
Nope. My statement was, "If the DM wishes to curtail a portion of the Magus' damage, he is well within his right to do so by enforcing this rule."
The true matter is simply that the Magus makes a lot of Martials look bad because it has 6/9 spellcasting, 3/4ths BAB, and really good class features. Especially if it's competing against a Fighter or Ranger.
How is it making rangers look bad? Let's assume he is going against a fair amount of favored enemies.
Most rangers if build well have decent utility and can compete in damage.
He admitted much earlier that the ranger has a very poor build with suboptimal tactics in combat. The Magus is also built well, and is a more forgiving class generally.

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Hi,
I just wanted to hop in here and post my thoughts as well. The Magus is definitely not overpowered, they end up being a very well balanced class all things considered.
They offer short bursts of high damage (and mediocre->"okay" damage when out of resources). Their spell list gives them some pretty big versatility while still not being as godly as the full-casters can become if played well.
They do have a certain strength with action economy, but anyone with a pet arguably has even better action economy, and a Magus takes penalties for doing so. Not to mention, that, to really take advantage of their action economy they require the same premise any melee character does (barring certain spells) while still needing to be able to make their concentration checks.
I agree with what many of said above that it appears to be an issue of one player knowing what their doing (system mastery) vs other players who either didn't know what they were doing or didn't care to build well (I'd say the former if the players have been finding themselves unhappy with the results).
Oh here is an interesting link, it's just an overview of the pathfinder tiers. I definitely wouldn't take what's said here as the word of the Creator(s) but I think it does a decent job of covering where each class falls. Like people have said above, you have a lower-end class (fighter) playing a sub-optimal build (two-weapon fighting) vs a Magus (which basically comes ready to go, able to be tweaked to your liking) who commands reasonable, not too much, power in both sword and sorcery.
http://www.minmaxboards.com/index.php?topic=11990.0
Personally I think the Magus really makes a good standard for other classes to compare to.
-Jim

Randir Raloqen |

That magus is not OP, and does not do the most damage. It however is good at burst damage.
I dont see the total build, and I dont know how the GM runs combat so I can't say exactly why it is dominating.
It does sound like the GM is using 1 monster fights. If that is the case he needs to use more multiple monster encounters, and that goes for any GM, even if there is no magus.
If the scimitar is a +2 and it is a flaming shocking weapon that means it is +4 for the purpose of pricing and it should not be in the hands of a 9th level character.
Does the magus have an ability to add electric and fire damage to his weapon?
The magus class is indeed very strong but once his spells, and arcane pool are empty (which is relatively quick) he can't do much. Once he runs out of spells and AP he should only be able to do about 10-20 damage a hit. which is somewhat average for a basic fighting class at that level. I actually have a level 9 magus in play right now. He is indeed very strong but I can't see him getting too much stronger except for gaining better spells. Magus is one of the strongest melee classes but it is pretty restricted to only using those abilities. Another weakness would be that it's spell combat is a full round action meaning that he has to already be within reach before use. with quicken spell, and pool strike you can offset this but that only goes so far.

Hogeyhead |

Doesn't sound like the Magus is Overpowered, it sounds like the other martial characters are underpowered in comparison. The 9th level version of Magda, a cleric, routinely inflicted over 100 HP of melee damage per round. If the fighter and ranger are doing less damage than a cleric then they probably are not optimized for inflicting combat damage. Two Weapon Fighting is a pretty big handicap compared to using a Two Handed Weapon, and explains part of that disparity.
I've GMd for archers who routinely put the above damage numbers to shame. This problem could be a lot worse: a 9th level level Wizard could be dropping DC20+ Selective Dazing Fireballs.
Could you explain how your wizard is casting a level 7 spell at level 9? You are only allowed one point of metamagic adjust per spell (trait bonuses don't stack) which means lvl 6 max. Then selective spell has a requirement of 10 ranks of spellcraft, which means a lvl 9 wizard doesn't have it.
Furtermore even if we're talking about a dazing fireball (not selective) the wizard can do this like a max of 3x per day. Granted that's strong, but it won't break a game at this point, in a few levels it will be almost annoying until you realize all the monsters are immune to fire at a certain point (I exaggerate but still).
Excuse my nitpickery.

shadoweddancer |
Magda Luckbender wrote:Doesn't sound like the Magus is Overpowered, it sounds like the other martial characters are underpowered in comparison. The 9th level version of Magda, a cleric, routinely inflicted over 100 HP of melee damage per round. If the fighter and ranger are doing less damage than a cleric then they probably are not optimized for inflicting combat damage. Two Weapon Fighting is a pretty big handicap compared to using a Two Handed Weapon, and explains part of that disparity.
I've GMd for archers who routinely put the above damage numbers to shame. This problem could be a lot worse: a 9th level level Wizard could be dropping DC20+ Selective Dazing Fireballs.
I know this is an old thread, but I came here looking for ways to coexist with a Kensai Magus in my party and to add my voice and experience for anyone else that hasn't yet run into this class/archetype.
I'm currently in a campaign(we're now level 12) where we had a Kensai Magus inserted midstream and I can honestly say that they're terribly overpowered with the right build and items.
All you have to do is pick up bladed dash, dimension door (with dimensional agility), do the shocking grasp build and have a few pearls of power. You will literally do Fireball-power type damage with a first level spell a huge number of times per day, and you're almost always doing the equivalent of full round attacks. It takes us 7 2-round combats to run the Kensai out of spells.
Add Blend(if you're an elf) and you can kill a big pile of creatures in a surprise round. Plus they have super-high initiative with a decent dex as they get to add their Int bonus. They also get to add their int bonus to crit confirms, which when combined with a 30% crit range weapon is ridiculously OP.
Despite our GM routinely advancing templates and adding extra monsters, he routinely kills or nearly kills boss-level characters in round 1.
This character has literally ruined this campaign for me. I literally can't optimize my current martial character enough to get any significant action in before he kills most everything.
The Kensai is great if you're running homebrew and your DM can adjust accordingly, or if you're running a very high power campaign, or if he's literally your solo front line in a three character group.
It's terrible(group-breaking) in any campaign where optimizing your character is not the prime focus of the group. I would strongly advise against allowing it in any campaign that isn't built to counter its main tactics.

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First off it's not a first level spell anymore after you add metamagics on top. It's sort of misleading to say so.
Secondly, this does not seem to be a case for the Magus being brokenly overpowered. Rather it seems like he is just far more optimized than your group which can be a problem for almost any class.
If you have longer adventuring days the Magus will not continue putting out such high damage as they have limited amounts of bursts per day. Comparatively, a well built 2 handed fighter/barbarian will but out large damage numbers consistently, all day.
Overall the Magus is really only overpowered if you have short adventuring days with only 1 or 2 combats, or combats with very few enemies. Something that the GM can easily manage.

Rhaleroad |

The player cheats/misinterprets the rules, uses the parts of a rule that work for him and changes/ignores the rest. The GM allows this and even appears to defend these actions and then complains that the GM and the other players find this character OP and no fun in the group. No advise seems to be accepted, this is an unfixable problem due to the given GM/player mix.
If the build is right, and in the proper campaign setting, many characters can appear OP. Many people build characters in many ways, poor balance in home games comes up a lot. In these games the GM needs to be on top of the rules, how the characters level and even what gear is spread around the party. Jacking the encounters just to make it a challenge for that OP character just makes it less fun for the guys on the bottom of the curve.
Remember that the goal for the game is for the entire table to have a good time, and if it is not, fix it, don't complain that the game is unfair, you are a GM and in a home game you can just fix obvious problems.

Rhedyn |

Pffff
Soon the magi’s shocking grasp will be eaten by sr or resistance/immunity.
He has a small pool compared to what he could have if he went strength and his to-hit is lower do to less arcane accuracy.
I'm really surprised he hasn't died to reflex saves yet. That's the standard dex magi killer.
Oh and that dual knife fighter? Extra trash concept. Proper dual wielding fighters use heavy spiked shields (until they can turn armor enhancement to to-hit).

shadoweddancer |
The player cheats/misinterprets the rules, uses the parts of a rule that work for him and changes/ignores the rest. The GM allows this and even appears to defend these actions and then complains that the GM and the other players find this character OP and no fun in the group. No advise seems to be accepted, this is an unfixable problem due to the given GM/player mix.
If the build is right, and in the proper campaign setting, many characters can appear OP. Many people build characters in many ways, poor balance in home games comes up a lot. In these games the GM needs to be on top of the rules, how the characters level and even what gear is spread around the party. Jacking the encounters just to make it a challenge for that OP character just makes it less fun for the guys on the bottom of the curve.
Remember that the goal for the game is for the entire table to have a good time, and if it is not, fix it, don't complain that the game is unfair, you are a GM and in a home game you can just fix obvious problems.
Because we have a barb in the same party, I can tell you that it doesn't matter when your Kensai has an average initiative roll in the 30's. He still goes first, and kills the thing or leaves it standing with 10hp.
Yes - on paper, a barbarian has better damage. But he must make a full round attack to get to do all that damage.
For all of you commenting that this is an old thread, that's true. But I assume that there are others like me out there who haven't really run into this level of pure kill build before. I am not the GM of this campaign, but i can tell you, I will probably never allow this class, or at least this build of this class in any campaign I run.