
TheOneGargoyle |
You'll be trading temp/hp and the arcane cascade additional effects from laughing shadow but it's not a big deal imo.
- A wand of longstrider lvl 2 would give you +10 status speed.
- Your arcane cascade damage bonus would be the same as the Inexorable iron.Plus, you are going to get better hybrid study spells ( even if you might end up using those slots for more true strikes ).
As for the Temp Hp you'll get every round... well, that's a nice sustain you have to forgo... but consider you are going to get the best conflux spell so far, so it's no issue at all ( unless your purpose was to make a tanky magus.
In that case, inexorable iron + life boost + stoneskin is the way ).
I say go for it, as it would be incredibly fun to play with!
Hmmm... I think you're right, really about the only thing I'd be giving up would be the temp hps.
And I just don't know how much difference they make, or how much I need them until I play.
But honestly, I think just starting with Dimensional Assault will assist with the action economy, and be more what I was hoping to play too.
Thanks so much!

TheOneGargoyle |
I haven't played it yet and full disclosure:
This was actually advice given to me by a member called Exocist.I, like you, thought of laughing shadow as a 1h + freehand medium/light armor char. BUT the thing is you don't need a free hand really, and you don't got the action econ room for making trips, grapples etc.
The movespeed from laughing shadow is unfortunately status and dosent stack with longstrider, which you should get a wand of asap - so missing that part is null pretty early.
The extra damg from being in Cascade also requires the target to be flatfooted and even when meeting all those requirements: 1hand free, in Cascade, target is flatfooted - you still only break even with a d12 (assuming a d6 weapon).So the main 'weakness' of the build (imo) is that it feels very unintuitive and.. annoying ? To not use your class features.
This all very true.
The build is super solid, and being able to gap close or reposition would most likely be more valuable for your survival than some mesely thp (which again requires Cascade to be activated. Which you already know how I feel about).
I would argue that it's both stronger and more fun than an Iron build. But keep in mind that I find both Irons feats and conflux spell super weak
This is what it really boils down to ultimately.
And it's hard to know if this is in fact the case but I think it sounds enough like it might be that I think I will try it.
Thank you SO much for suggesting this idea!!

TheOneGargoyle |
Hello,
I'm currently playing a Twisted staff magus, and here are some pointers I hope will be useful. This is what I found optimized but there are no universal truths so take everything with a grain of salt ^^
Hi Blue_frog! Thanks for taking the time to share your experience!
1) At low levels (say 1 to 5), spellstriking is useless.
The best use of your low level slot(s) until you get a striking weapon is to cast magic weapon - and doubly so for an Iron Magus since you're using a weapon with a big dice. That means your guisarme will do 2d10+str (hopefully +4) and no amount of spellstriking will outdamage that. So even with a -5 penalty, it's better to attack twice and not spellstrike until level 5 or so. There are programs made by fans who'll give you the exact breaking point. But yeah, there you have it, our main feature is useless until level 5 which is pretty annoying. On the other hand, you'll deal a hefty amount of damage anyway.
OMFG! I had no idea this was the case!!
I couldn't easily see what anyone else had done already on this, so ran up some numbers myself and..... YOU'RE RIGHT!!
Esp at L1, even with giving up a round of damage to buff, after only 2-3 rounds it's not even close. Magic Weapon and two strikes per round, even with the MAP on the second one, easily outpaces spell striking, plus you still have an action to move!
Even the cantrip damage bump at L3 doesn't close the gap either.
But at L4 I guess the expectation is that you get a striking rune so Magic Weapon doesn't do anything any more.
2) Try to get a powerful focus spell. Your slots are valuable, so a way to deal more damage every fight is great. The best ways include going Psychic dedication (for 1d12+1 fire damage/2 lvl) or cleric dedication (for 2d6 fire damage/2 lvl). Going psychic also lets you get the best magus cantrip ever but you'll need 2 feats for that.
Not sure when we'll be able to do that in this campaign because the AP limits us to Wizard our Druid but I'll keep it in mind.
3) Since you took a wizard dedication, you should take hand of the apprentice. It works with spellstrike and deals a lot of damage at early levels. It will lose steam, though.
Don't quite understand this one, could you elaborate please?
2) 4) All magus focus spells suck big time. Don't use them. The only one that could be worth it is laughing shadows if you take the level 10 feat, but then that would force you to play laughing shadows which is plenty bad.
I'm totally considering going Laughing Shadow now (see suggestions higher up in the thread) so I can see myself using that.
2) 5) True strike is your friend. Use it, abuse it. That's also why Twisted Tree magus is the best magus by miles. True Strike into Spellstriking a big focus spell is an awesome nova round.
Not quite understanding here. What advantage does Tree Magus get with True Strike?
2) 6) Always take a round to prep at the beginning of the fight. Don't rush headlong into battle with your low hp. A good first round could be Greater Invis + Cascade or GI + move depending on whether you want the cascade...
I'm starting to understand the value of this tactics now!
Although in my party we don't have a big beefy guy in plate to take the heat for us (see party composition at start of thread) so I'll likely be the main melee, but even so, it still might be a solid approach much of the time.
Thank you so much for so this excellent input, super appreciated!!

Gortle |

Blue_frog wrote:Not sure when we'll be able to do that in this...1) At low levels (say 1 to 5), spellstriking is useless.
The best use of your low level slot(s) until you get a striking weapon is to cast magic weapon - and doubly so for an Iron Magus since you're using a weapon with a big dice. That means your guisarme will do 2d10+str (hopefully +4) and no amount of spellstriking will outdamage that. So even with a -5 penalty, it's better to attack twice and not spellstrike until level 5 or so.
That situation applies to a lot of casters. Until people get a striking rune the best first level spell may well be Magic Weapon.
At level one you should cast magic weapon, and then be spell striking with cantrips. But some times the extra actions to recharge are not worth it. The cantrip damage goes up enough at level 3. Yes it is a problem.
Sometimes I think the best magus the multiclass magus.

Blue_frog |

Hi Blue_frog! Thanks for taking the time to share your experience!
My pleasure ;)
But at L4 I guess the expectation is that you get a striking rune so Magic Weapon doesn't do anything any more.
Very true, but two attacks still outpace spell striking at that time. With the cantrip damage bump of level 5, it starts to become useful - which is a damn long time to wait before using our main schtick ^^
Don't quite understand this one, could you elaborate please?
Hand of the Apprentice is a focus spell that you can take with a 1st level wizard feat: https://2e.aonprd.com/Spells.aspx?ID=530
It's usually a bad spell for wizards because they don't use heavy weapons and don't bother to put runes on it but hey, you do !
At level 4 with your guisarme and a striking rune, you'll do 2d10+3 extra damage when spell striking.
At level 6 with an elemental rune, that's 2d10+4+1d6.
It loses steam quickly, though, which is why I suggested taking a focus spell from another dedication.
Also, in a pinch, it's a 500 feet-range spell that costs one action.
Not quite understanding here. What advantage does Tree Magus get with True Strike?
Tree magus is the only class in the whole game who can enchant a magic staff.
So for the measly cost of 230 gp (less if you play with crafting rules and specific staves), you can buy a divination staff and get your level/2 free spell strikes while attacking with your staff.
Every other class in the game has to wield a staff in one hand to use it and a weapon in the other one, which prevents them from using a 2handed weapon or a shield, or in the case of laughing shadow, prevents them from getting their damage bonus. Tree magus doesn't. He wields a d8 deadly d6 reach weapon and can true strike pretty much anytime he wants.

roquepo |

Pretty sure Striking twice with Magic Weapon is only a gain compared to spellstriking in levels 1 and 2.
Level 1 cantrip spellstrike with MW vs 2 strikes with MW (50% chance of hitting on first attack, 5% of critting)
(2d8+4+1d6+2+1)*0'5+(2d8+4+1d6+2+1)*2*0'05= 11'7 average damage (spellstrike)
(2d8+4+1)*0'5+(2d8+4+1)*0'25+(2d8+4+1)*2*0'1= 13'3 average damage (2 strikes)
Added average damage of an extra d6 on spellstrike (level 3 spellstrike, basically)
1d6*0'5+1d6*2*0'05 = 2'1 average damage
Upgrading it to a d10 weapon would skew it like 0'35 or so in favor of the 2 strikes, not enough to beat the level 3 spellstrike (You need a d12 weapon for 2 striking to be better at level 3 and d12 weapons suck in comparison to d10 reach weapons). Also consider this assumes that the magus applies their key stat completely to damage (not always the case) and has arcane cascade, which favors 2 strikes a lot.
That said, this is a very simplistic analysis and conditions will vary on different precision values. By my personal experience, at level 3 spellstrike will tend to be better than 2 striking the higher the AC and viceversa.
Btw, I don't see this as a fault in Magus' design, this problem has been around for ages and it is 100% Magic Weapon's fault, martial effectiveness at levels 1-3 depends on how well they utilise the buff.

Blue_frog |

Pretty sure Striking twice with Magic Weapon is only a gain compared to spellstriking in levels 1 and 2.
I found the simulator I was talking about: https://bahalbach.github.io/PF2Calculator/
Using the d10 bardiche from OP, it seems the breaking point is level 5 as I was saying.
But if we don't use this website and just calculate with 50% chance of hitting first attack, 5% of critting like you said (and that means an AC 16 at level 1, an AC 22 at level 5, pretty respectable opponents):
Level 1 2 strikes: 50% (2d10+4+1) + 5% 2x(2d10+4+1) + 25% (2d10+4+1) + 5% 2x(2d10+4+1) = 15,2
Level 1 Spellstrike: 50% (2d10+4+1d6+2+1) + 5% 2x(2d10+4+1d6+2+1) = 12,9.
Level 3 Spellstrike = 50% (2d10+4+2d6+2+1) + 5% 2x(2d10+4+2d6+2+1) = 15
So it seems SS is beaten up to level 5.
Also, let's not forget that:
- Two strikes is more flexible: if your first one kills someone, you can change your round. Same if you realize the AC is way too high and you want to switch to electric arc.
- Two strikes lets you move, use a skill or whatever while someone spellstriking will have to recharge at some point.
- Two strikes divides your luck. I'm an unlucky bastard and two rolls are more satisfying than a single one for me ^^
- Two strikes lets you hit different targets.
On the other hand, spellstrike is good when you use it with a focus spell (like fire ray or firebolt from psychic) which can be as early as level 3 for psychic, 4 for cleric.

roquepo |

I forgot to consider MW on my mental maths, so yes, as you said, a 0'7 damage swing in favor of 2 strikes with d10 weapons relative to d8 weapons, making them slighly better on that accuracy point than SS.
That said, at levels 3 or 4, depending on when you get your striking rune (even earlier if an actual spellcaster is using MW on you), you can use True Strike on SS for a massive spike in damage or just spellstrike with a spell or focus spell as you said. Also, if you don't have time to use your stance (which it is not a rare occurrence, like needing to cast and move out of something in your first turn), spellstriking with a d10 weapon is better by level 3.
Also, d10 is the highest weapon die I see a magus using, only Iron and 2 handed Laughing Shadow will be able to use those, so i think calling spellstrike "useless" until level 5 is a bit of an stretch, specially when the difference between the best case scenario for 2 strikes vs the baseline equivalent of spellstrike are 0'2 average damage apart after the very first 2 levels. Have you ever used or has someone ever used on one of your monsters at level 3 an Acid Arrow spellstrike when combat starts? That thing is scary.
For your very last points:
-Nothing to disagree on that, striking twice will always be more flexible.
-If you can't fit that recharge action for whatever reason, you can just not recharge and treat spellstrike as a "1 per fight" thing. Works really well in movement heavy combats early on. Also, some conflux spells (mostly thinking of Laughing Shadow, Tree and Magic Fang conflux spells, Iron's and Starlit's are whatever and Targe's is there to fix the awkwardness of being a magus that needs an extra action compared to the others to do their thing) let you set up True strike + Spellstrike turns while having decent inbetween turns with 2 strikes and movement or spellcasting (or even both), that magus benefits massively of snatching focus spells from other classes does not mean that its focus spells are useless. They are just niche.
-I don't think game feel and luck are a relevant topic when discussing damage optimisation (it is a good discussion to be had, I just think it is irrelevant for this matter in specific).
-Spreading the damage is rarely a good tactic if you can avoid it. If it is not dead, you want to keep damaging it until it is.

roquepo |

roquepo wrote:-Spreading the damage is rarely a good tactic if you can avoid it. If it is not dead, you want to keep damaging it until it is....which is why his comment about "if the first kills someone" rather than a more general claim of the value of spreading damage around.
And that's why I completely agreed that 2 strikes are way more flexible. He already covers that on the first point, no point of spreading damage besides that or having your strikes apply conditions. If he mentions the "if it kills" argument on one point and talks about spreading damage in other I think it is safe to assume that he is talking about those 2 as separate things.

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roquepo wrote:Pretty sure Striking twice with Magic Weapon is only a gain compared to spellstriking in levels 1 and 2.I found the simulator I was talking about: https://bahalbach.github.io/PF2Calculator/
Using the d10 bardiche from OP, it seems the breaking point is level 5 as I was saying.
But if we don't use this website and just calculate with 50% chance of hitting first attack, 5% of critting like you said (and that means an AC 16 at level 1, an AC 22 at level 5, pretty respectable opponents):
Level 1 2 strikes: 50% (2d10+4+1) + 5% 2x(2d10+4+1) + 25% (2d10+4+1) + 5% 2x(2d10+4+1) = 15,2
Level 1 Spellstrike: 50% (2d10+4+1d6+2+1) + 5% 2x(2d10+4+1d6+2+1) = 12,9.
Level 3 Spellstrike = 50% (2d10+4+2d6+2+1) + 5% 2x(2d10+4+2d6+2+1) = 15
So it seems SS is beaten up to level 5.
Also, let's not forget that:
- Two strikes is more flexible: if your first one kills someone, you can change your round. Same if you realize the AC is way too high and you want to switch to electric arc.
- Two strikes lets you move, use a skill or whatever while someone spellstriking will have to recharge at some point.
- Two strikes divides your luck. I'm an unlucky bastard and two rolls are more satisfying than a single one for me ^^
- Two strikes lets you hit different targets.On the other hand, spellstrike is good when you use it with a focus spell (like fire ray or firebolt from psychic) which can be as early as level 3 for psychic, 4 for cleric.
Are we putting in different values here? Putting in a basic d10 spellstrike with gouging claw and comparing it to a basic 2-strike d10 routine shows that the spellstrike is always ahead - though not by very much at low levels, the 2-strike routine is ~96% of the damage of the spellstrike in that figure at level 1. Changing the AC of the enemy, or the level of the enemy, wasn't enough to make the 2-strike routine more damage. Changing to a d12 weapon still kept it at ~98% of the damage of the spellstrike at level 1.
That's using the standard Apex progression for the attack and damage score, plus standard damage rune progression. No crit spec was applied, but given this discussion is for levels 1-4, that doesn't seem too relevant. How are you getting the spellstrike damage being lower?

Unicore |
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You don’t actually need charts to tell you what to do in play. In fact, there are so many tactical and situational modifiers to every encounter, that making assumptions about the “best default action plan” can lead you into acting rashly, rather than “solving” the encounter like a puzzle. These charts, for example can’t tell you how frequently you will encounter creatures with resistances or weaknesses that will destroy the math in them. Thus recalling knowledge is always going to look like a waste of an action in the white room, but in play, some creatures might flee, or completely change their battle plan if one character can hit their weakness.
Giving up on any of your built in class features without trying them out and trying to understand what situations they can help you in is a good way to over specialize into situations where your character can do nothing in an encounter. This is a very, very common cause of player frustration in PF2, because you can’t win the game with your character build, which is different than in many similar games. Making sure you are in a good position to take advantage of things like flat footed, circumstance bonuses, status bonuses, and action economy debuffing of the enemy often come down to terrain, encounter design and full party build. Each party member trying only to do their own thing is almost always suboptimal (even if each character is optimized) than a party working together.
Like only one person in the party needs to be good at recalling knowledge, and hopefully that can be a character that has a spare action often (like a full caster), but being good at identifying all creatures can be a major resource sink, while spreading those skills around can let characters actually be good at them AND another thing, so these are good conversations to have.
By level 7, being only trained in a recall knowledge skill can lead to as much false information as useful, so just covering a lot of bases early doesn’t necessarily hold up into the mid and late game.

Blue_frog |

Are we putting in different values here? Putting in a basic d10 spellstrike with gouging claw and comparing it to a basic 2-strike d10 routine shows that the spellstrike is always ahead - though not by very much at low levels, the 2-strike routine is ~96% of the damage of the spellstrike in that figure at level 1. Changing the AC of the enemy, or the level of the enemy, wasn't enough to make the 2-strike routine more damage. Changing to a d12 weapon still kept it at ~98% of...
Because you have to account for Magic Weapon :D

Sanityfaerie |

Because you have to account for Magic Weapon :D
Presumably, then, on those fights where you don't have the slot for Magic Weapon, spellstrike goes back to being useful again, yes? After all, a level 1 magus only has one shot of the good stuff per day, and it only lasts for a minute.
...and of course that's not counting those magii who, for whatever reason, are wielding a d8 or d6 weapon. Also, ranged magii won't have the same stat to damage bonus, which will bring their numbers down that much further (and make spellstrike correspondingly more valuable)

roquepo |

Blue_frog wrote:Because you have to account for Magic Weapon :DPresumably, then, on those fights where you don't have the slot for Magic Weapon, spellstrike goes back to being useful again, yes? After all, a level 1 magus only has one shot of the good stuff per day, and it only lasts for a minute.
...and of course that's not counting those magii who, for whatever reason, are wielding a d8 or d6 weapon. Also, ranged magii won't have the same stat to damage bonus, which will bring their numbers down that much further (and make spellstrike correspondingly more valuable)
Yep, Starlit magus should avoid striking regularly as much as possible regardless of level.

Pirate Rob |
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Magus action economy gives you an interesting puzzle every combat, and the right action is different every time. It's part of what makes the class design so good and rewarding to play well. You have to figure out how to solve each combat puzzle, not just apply your preset optimal combat routine.
The Conflux spells are an important part of that puzzle, what makes them awesome is the melee ones tend to provide 2-3 actions, and since Magi are desperate for extra actions they can help solve the action economy puzzle.
Laughing Shadow: Dimensional Assault: Moves, strikes and recharges spell strike.
Sparkling Targe: Shielding Strike: Raises shield, strikes and recharges spell strike.
Twisting Tree: Spinning Staff: Make 2 strikes and recharges spellstrike
Inexorable Iron: Thunderous Strike: Strikes and cone AoE and recharge spell strike (This one seems week to me)
---
Some combats you're going to have arcane cascade up for the bonus damage, other combats your you're going to be casting cantrips, other times you get crit a couple times and spend most of the combat recovering.
I did a pbp with my level 2 twisting staff magus and here's a round by round account of their 3 combats.
Combat 1 vs Fire Elementals
R1: Stride, spellstrike with Ray of Frost to trigger weakness
R2: Shield, Stride, Strike
Combat Over.
Combat 2 vs Shadow Striges
R1: Spellstrike Produce Flame (goblin like fire and was upset about having to use cold last combat), Arcane Cascade
R2: Stride, Spinning Staff, Shield
R3: Stride, Spellstrike
Combat Over.
Combat 3 vs Agents
R1: Stride, Produce Flame(At range)
Counterattack did not go well for me
R2: Stride, Shield, Arcane Cascade
KOed but healed. (Didn't shield block because would not have stopped KO)
R3: Stand, recover staff, shield.
R4: Spellstrike(Produce Flame), Stride
Combat Over.

Squiggit |

After playing one for a while, I found Dimensional Assault to be less powerful than some of the posts in here imply. It's nice, but it's a very small amount of movement (especially if you're ignoring LS's cascade as people suggest)... and if you're using it to reposition, the strike can be a bit of a liability, since at the start of a round it increments MAP (and makes using spellstrike a lot riskier) and at the end of a round it's not likely to hit.
It's still essentially like two and a half actions for one, but I found myself in a lot of scenarios where the movement either wasn't enough to help or the MAP became problematic.
It's definitely not a bad ability, but the number of times it felt like the best use of my actions and focus points was surprisingly small.

roquepo |

roquepo wrote:Btw, I don't see this as a fault in Magus' design, this problem has been around for ages and it is 100% Magic Weapon's fault, martial effectiveness at levels 1-3 depends on how well they utilise the buff.The best solution is to make Magic Weapon a level 2 spell
Better to ban/ignore it instead of house ruling that.
It is the reason I don't enjoy level 1 to 3 play that much, tbh. You either use it and feel like a buff bot or ignore it and feel like you are gimping yourself.

Gortle |

Gortle wrote:roquepo wrote:Btw, I don't see this as a fault in Magus' design, this problem has been around for ages and it is 100% Magic Weapon's fault, martial effectiveness at levels 1-3 depends on how well they utilise the buff.The best solution is to make Magic Weapon a level 2 spellBetter to ban/ignore it instead of house ruling that.
How is banning it not a house rule?

roquepo |

roquepo wrote:How is banning it not a house rule?Gortle wrote:roquepo wrote:Btw, I don't see this as a fault in Magus' design, this problem has been around for ages and it is 100% Magic Weapon's fault, martial effectiveness at levels 1-3 depends on how well they utilise the buff.The best solution is to make Magic Weapon a level 2 spellBetter to ban/ignore it instead of house ruling that.
Instead of house ruling it like that*
English

Squiggit |

roquepo wrote:Btw, I don't see this as a fault in Magus' design, this problem has been around for ages and it is 100% Magic Weapon's fault, martial effectiveness at levels 1-3 depends on how well they utilise the buff.The best solution is to make Magic Weapon a level 2 spell
Then it goes from being a good buff to being kinda terrible unless you fall behind on treasure

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Arcaian wrote:Are we putting in different values here? Putting in a basic d10 spellstrike with gouging claw and comparing it to a basic 2-strike d10 routine shows that the spellstrike is always ahead - though not by very much at low levels, the 2-strike routine is ~96% of the damage of the spellstrike in that figure at level 1. Changing the AC of the enemy, or the level of the enemy, wasn't enough to make the 2-strike routine more damage. Changing to a d12 weapon still kept it at ~98% of...Because you have to account for Magic Weapon :D
Ah, I'd missed that you were relying on Magic Weapon. Given Magic Weapon has a 2-action cost and a 1 minute casting time, and you have very limited slots as a low level magus, how are you accounting for that when you say that it's always worse to Spellstrike than the strike twice for a level 1-4 magus? I wouldn't be comfortable in giving that advise to my players, I don't think - there'd be too many situations where they couldn't/didn't have Magic Weapon running.
In general, with Magic Weapon running striking twice being better does make sense though, doesn't it? You've taken just about the best buff in the game for weapons at level 1-3 and applied it to yourself, so making as many attacks with your weapon as possible makes sense.

TheOneGargoyle |
Very true, but two attacks still outpace spell striking at that time. With the cantrip damage bump of level 5, it starts to become useful - which is a damn long time to wait before using our main schtick ^^
I see what you're saying there, although from what I understand it's only the case for big 2H wpns, and outside of MW it's only really levels 1-3 isn't it?
That doesn't seem so bad to me I guess.
Hand of the Apprentice is a focus spell that you can take with a 1st level wizard feat: https://2e.aonprd.com/Spells.aspx?ID=530
It's usually a bad spell for wizards because they don't use heavy weapons and don't bother to put runes on it but hey, you do !
At level 4 with your guisarme and a striking rune, you'll do 2d10+3 extra damage when spell striking.
At level 6 with an elemental rune, that's 2d10+4+1d6.
It loses steam quickly, though, which is why I suggested taking a focus spell from another dedication.
Also, in a pinch, it's a 500 feet-range spell that costs one action.
Ohhhhh! Yeah, ok, I hadn't put two and two together and imagined what it would do if you spell strike with it!
Although it's kind of a weird mental picture doing a spell strike to do an attack with a weapon which triggers a spell which does a ranged attack with a weapon which gets channelled into a melee attack ..... That's quite some mental gymnastics.... Are we actually sure it works that way?
Having a super long range option seems amazing too, even if it doesn't come up all that often, when it does, this is awesome!
Tree magus is the only class in the whole game who can enchant a magic staff.
So for the measly cost of 230 gp (less if you play with crafting rules and specific staves), you can buy a divination staff and get your level/2 free spell strikes while attacking with your staff.
Every other class in the game has to wield a staff in one hand to use it and a weapon in the other one, which prevents them from using a 2handed weapon or a shield, or in the case of laughing shadow, prevents them from getting their damage bonus. Tree magus doesn't. He wields a d8 deadly d6 reach weapon and can true strike pretty much anytime he wants.
Ahh ok, I haven't got my head around how the tree magus works yet. I'm still not quite understanding.
The staff rules say "Attacking with a Staff Staves are also staff weapons (page 280), included in their Price. They can be etched with runes as normal for a staff. This doesn’t alter any of their spellcasting abilities."
So, couldn't any magus use a staff in this way as both a weapon and a magic item? I mean, as long as they're happy with the staff weapon dmg & properties of course.
Also, is it possible to have a magical staff in the form of a Bo Staff? Cos that would be a decent weapon alternative to a guisarme, with reach & trip and only one less damage dice.

TheOneGargoyle |
I found the simulator I was talking about: https://bahalbach.github.io/PF2Calculator/
I took a look at that calculator but couldn't see how to add magic weapon to it.
Also, let's not forget that:
- Two strikes is more flexible: if your first one kills someone, you can change your round. Same if you realize the AC is way too high and you want to switch to electric arc.
- Two strikes lets you move, use a skill or whatever while someone spellstriking will have to recharge at some point.
- Two strikes divides your luck. I'm an unlucky bastard and two rolls are more satisfying than a single one for me ^^
- Two strikes lets you hit different targets.On the other hand, spellstrike is good when you use it with a focus spell (like fire ray or firebolt from psychic) which can be as early as level 3 for psychic, 4 for cleric.
Good points, thanks!

TheOneGargoyle |
You don’t actually need charts to tell you what to do in play. In fact, there are so many tactical and situational modifiers to every encounter, that making assumptions about the “best default action plan” can lead you into acting rashly, rather than “solving” the encounter like a puzzle. These charts, for example can’t tell you how frequently you will encounter creatures with resistances or weaknesses that will destroy the math in them. Thus recalling knowledge is always going to look like a waste of an action in the white room, but in play, some creatures might flee, or completely change their battle plan if one character can hit their weakness.
I'm looking forward to doing this. Until I actually play though I don't really have many (any?) of the jigsaw puzzles pieces to put together to solve the puzzle yet. So, all of these ideas/contributions are perfect for giving me a foundation to start from.
Giving up on any of your built in class features without trying them out and trying to understand what situations they can help you in is a good way to over specialize into situations where your character can do nothing in an encounter. This is a very, very common cause of player frustration in PF2, because you can’t win the game with your character build, which is different than in many similar games. Making sure you are in a good position to take advantage of things like flat footed, circumstance bonuses, status bonuses, and action economy debuffing of the enemy often come down to terrain, encounter design and full party build. Each party member trying only to do their own thing is almost always suboptimal (even if each character is optimized) than a party working together.
Like only one person in the party needs to be good at recalling knowledge, and hopefully that can be a character that has a spare action often (like a full caster), but being good at identifying all creatures can be a major resource sink, while spreading those skills around can let characters actually be good at them AND another thing, so these are good conversations to have.
Totally, that was one of the main reasons for starting this thread. I want to be able to Trip and Recall Knowledge and stuff but I just don't undertake how to find the actions to do it. This thread has helped me immensely with that.
Luckily for me, our witch and thaumaturge look like being much better at RK and stuff than me, and our witch even had a thing that can give me a free action RK, so I'm hoping this will help.
And I'm thinking I can squeeze a Trip in occasionally on rounds I use DA.
By level 7, being only trained in a recall knowledge skill can lead to as much false information as useful, so just covering a lot of bases early doesn’t necessarily hold up into the mid and late game.
Hmmm.... OK, didn't know that. That's good to know. Maybe I'll let the witch & thaumaturge cover and I'll focus on other things like athletics?

TheOneGargoyle |
Magus action economy gives you an interesting puzzle every combat, and the right action is different every time. It's part of what makes the class design so good and rewarding to play well. You have to figure out how to solve each combat puzzle, not just apply your preset optimal combat routine.
The Conflux spells are an important part of that puzzle, what makes them awesome is the melee ones tend to provide 2-3 actions, and since Magi are desperate for extra actions they can help solve the action economy puzzle.
---
Some combats you're going to have arcane cascade up for the bonus damage, other combats your you're going to be casting cantrips, other times you get crit a couple times and spend most of the combat recovering.
I'm so happy to hear you say that! Thanks so much, this is exactly what I was hoping to hear!
I did a pbp with my level 2 twisting staff magus and here's a round by round account of their 3 combats.Combat 1 vs Fire Elementals
R1: Stride, spellstrike with Ray of Frost to trigger weakness
R2: Shield, Stride, Strike
Combat Over.Combat 2 vs Shadow Striges
R1: Spellstrike Produce Flame (goblin like fire and was upset about having to use cold last combat), Arcane Cascade
R2: Stride, Spinning Staff, Shield
R3: Stride, Spellstrike
Combat Over.Combat 3 vs Agents
R1: Stride, Produce Flame(At range)
Counterattack did not go well for me
R2: Stride, Shield, Arcane Cascade
KOed but healed. (Didn't shield block because would not have stopped KO)
R3: Stand, recover staff, shield.
R4: Spellstrike(Produce Flame), Stride
Combat Over.
This is invaluable for giving me an understanding of actual play, thank you!
Some questions about those combats if I may please? (if you remember that is!)
Combat 1 R2 : did you shield first to play it more defensively, or did you stride + strike first and then were out of melee range so just used a shield with your last remaining action?
Combat 2 R1 : were you able to start with spell strike b/c the shadow stirges won initiative and closed to melee range? Also, how did you find spinning staff worked in R2?
Combat 3 R1 : when you say counterattack, is that a technical term or ability, or do you just mean the agents attacked you back? And did getting KO'd cancel your Arcane Cascade because AC is a stance and stances get cancelled when you get KO'd - did I get that right?

TheOneGargoyle |
After playing one for a while, I found Dimensional Assault to be less powerful than some of the posts in here imply. It's nice, but it's a very small amount of movement (especially if you're ignoring LS's cascade as people suggest)... and if you're using it to reposition, the strike can be a bit of a liability, since at the start of a round it increments MAP (and makes using spellstrike a lot riskier) and at the end of a round it's not likely to hit.
It's still essentially like two and a half actions for one, but I found myself in a lot of scenarios where the movement either wasn't enough to help or the MAP became problematic.
It's definitely not a bad ability, but the number of times it felt like the best use of my actions and focus points was surprisingly small.
Hmmm.... OK, this is super important to know, thank you!!
I hadn't really thought through how far the teleport is. If I don't build for speed (I haven't been so far) my movement is only 25,and even with the 5ft bonus from Cascade, that still only means a teleport of 3 squares.
And without the cascade bonus, it's only half of 25 which I'm guessing rounds down instead of up, so that's only 2 squares.... Is that right?
I can see how that might easily not be enough to get into range of the next enemy. And if there's no enemy in range you can't use it. I guess at least having a reach weapon might help a little sometimes.
I'm wondering if it's worth picking up Fleet or Nimble Elf so that it's always a 3 square teleport even without cascade? Is that really worth a feat? Or would it be better to spend my feats on more impactful things? What do you think?
As for the MAP issue, I would imagine that any round I'd be using DA in, I'd either be intending to do normal strikes that round, or else do it at the end of the round and just accept that it probably won't hit, but at least I've recharged spell strike for next round. I don't think I would ever do a spell strike with a -5 attack. Would you?

Squiggit |

Also, is it possible to have a magical staff in the form of a Bo Staff?
No, not by default, but Twisting Tree adds the reach, trip, and parry traits when wielding the weapon in two-hands, which is basically the same as a bo-staff.
They also bump the weapon up to d6 agile in one-hand mode... and in arcane cascade you can switch grips for free when striking.
It's honestly pretty fun.

Pirate Rob |

Combat 1: Shield didn't get popped, was just taking the conversative path to not take extra damage. I needed to stride to get into range and spellstrike was down, seemed like the best use for the action at the time.
Combat 2: lost initiative and adjacent ally got attacked before I went. Spinning staff felt good, 2 attacks with a single action with the damage bonus from Arcane Cascade. Also enabled Spellstrike for the next round.
Combat 3: Just describing the enemies beating me up. Did lose the stance when KOed, correct

TheOneGargoyle |
So I looked around this forum a bit more and discovered a few things.
First off, it turns out there's an entire sub-forum dedicated to requesting and providing Advice. So I guess this thread should probably have gone there instead of General Discussion. Sorry folks, rookie error on my part. If someone with sufficient access wanted to relocate this thread I would totally understand....
Second, I was a little dismayed to discover and read this thread.
That seems to paint melee magi in a pretty unflattering light. I don't pretend to understand half of what that thread discusses, but the general gist of it seems to be that melee magi are a lot harder to play and even if played well still end up being sub optimal, fragile and easily shut down compared to "proper martials", and most relegate them to somewhere around C or D tier.
I don't mind complexity in a class (in fact I'm seeking it), and I don't mind having to do my homework to learn how to play it well, and I don't need to be out shining the rest of the party or anything, but if the character I'm playing is just not good at what it's supposed to do, that's hard to enjoy playing it.....
Can anyone help me understand if this is a widely held & accepted view?
Am I just setting myself up for frustration and a poor play experience in selecting this class? Is it just not well designed & balanced?
Or have I completely misunderstood?

WatersLethe |
5 people marked this as a favorite. |

This forum loves to discuss things, and many of its most frequent posters carried over from PF1 where one of the most common points to discuss was the relative value of different character build options. PF1 had huge gaps between optimized and unoptimized characters, and this type of discussion was actually pretty fruitful in highlighting what could amount to "trap options".
The power differences between optimized and unoptimized characters in PF2 is so much smaller that these discussions don't have nearly the same amount of practical weight. So when you see a discussion here saying one class is "woefully undertuned" or that some option has "no reason to exist" because of something else existing... you can rest assured that those dire consequences will not appear in play.
In actual play, I have seen an incredibly sub-optimally played laughing shadow magus carry their weight, steal the spotlight, and have fun. The proof is in the pudding.
Even the class that is most widely regarded as being at the bottom of the heap mechanically (the alchemist) can and will be fun at the table if that's what you like to play.

Lollerabe |
You came from 5e right ?
So to put it into perspective:
When people are saying a melee Magus sucks compared to a starlit span Magus it's akin to a zealot barb that went str with their ASI and a zealot barb that went GWM with their ASI.
Neither of them suck at all, but the latter will pull ahead.
It is not in the realm of GWM zealot Vs Berserker that went savage attacker.
Pf2e has tighter math, but optimizing and min/maxing is still a thing. So a 10% damage difference is alot from that perspective.
But from a player's perspective I doubt most would notice that difference.
However action Econ issues are way more noticeable than slightly below average damage, and for some that can lead to a frustrating experience.
I think you'll have fun with a melee Magus. I also think you might end up in the camp of "damn I wish Magus had more action compressor feats" (with alot of us)

roquepo |

So I looked around this forum a bit more and discovered a few things.
First off, it turns out there's an entire sub-forum dedicated to requesting and providing Advice. So I guess this thread should probably have gone there instead of General Discussion. Sorry folks, rookie error on my part. If someone with sufficient access wanted to relocate this thread I would totally understand....
Second, I was a little dismayed to discover and read this thread.
That seems to paint melee magi in a pretty unflattering light. I don't pretend to understand half of what that thread discusses, but the general gist of it seems to be that melee magi are a lot harder to play and even if played well still end up being sub optimal, fragile and easily shut down compared to "proper martials", and most relegate them to somewhere around C or D tier.
I don't mind complexity in a class (in fact I'm seeking it), and I don't mind having to do my homework to learn how to play it well, and I don't need to be out shining the rest of the party or anything, but if the character I'm playing is just not good at what it's supposed to do, that's hard to enjoy playing it.....
Can anyone help me understand if this is a widely held & accepted view?
Am I just setting myself up for frustration and a poor play experience in selecting this class? Is it just not well designed & balanced?
Or have I completely misunderstood?
I wouldn't mind much the comparison between magus and other martials. Magus at baseline it is in the ok zone. The difference between that and the best of the best is not that much really, specially considering each has its own set of strengths and weaknesses.
That said, I would mind the in-class comparisons. Starlit is way, way better than its melee counterparts, so you end up having something that fills almost the exact same niche as your melee magus but better. There are ways to alleviate the difference, but it will always be there and it does not feel particularly good.

gesalt |
1 person marked this as a favorite. |

I wouldn't mind much the comparison between magus and other martials. Magus at baseline it is in the ok zone. The difference between that and the best of the best is not that much really, specially considering each has its own set of strengths and weaknesses.
That said, I would mind the in-class comparisons. Starlit is way, way better than its melee counterparts, so you end up having something that fills almost the exact same niche as your melee magus but better. There are ways to alleviate the difference, but it will always be there and it does not feel particularly good.
Considering that Starlit Psychic is in contention for best ranged character in the system, you actually are comparing against the best of the best.

CaffeinatedNinja |
Starlight is better. Magus just doesn't give you much reason to go in melee. And if you think about it, regular magus can use a ranged spell in melee! Yay? Starlit can use a melee spell (which tend to be stronger particularly early) at 60 feet out, huge bump.
Arcane cascade I THINK was intended as a buff to melee magus to compensate, but the action economy on it is so bad.

roquepo |

roquepo wrote:Considering that Starlit Psychic is in contention for best ranged character in the system, you actually are comparing against the best of the best.I wouldn't mind much the comparison between magus and other martials. Magus at baseline it is in the ok zone. The difference between that and the best of the best is not that much really, specially considering each has its own set of strengths and weaknesses.
That said, I would mind the in-class comparisons. Starlit is way, way better than its melee counterparts, so you end up having something that fills almost the exact same niche as your melee magus but better. There are ways to alleviate the difference, but it will always be there and it does not feel particularly good.
The difference is that their niche is almost the same with them being the same class and all, so not making direct comparisons is way harder.
I can confidently say that a LS magus brings things to the table that a polearm Fighter doesn't, regardless of which one is generally considered as a "better" option. Harder to say that comparing LS and Starlit.

Unicore |

So I looked around this forum a bit more and discovered a few things.
First off, it turns out there's an entire sub-forum dedicated to requesting and providing Advice. So I guess this thread should probably have gone there instead of General Discussion. Sorry folks, rookie error on my part. If someone with sufficient access wanted to relocate this thread I would totally understand....
Second, I was a little dismayed to discover and read this thread.
That seems to paint melee magi in a pretty unflattering light. I don't pretend to understand half of what that thread discusses, but the general gist of it seems to be that melee magi are a lot harder to play and even if played well still end up being sub optimal, fragile and easily shut down compared to "proper martials", and most relegate them to somewhere around C or D tier.
I don't mind complexity in a class (in fact I'm seeking it), and I don't mind having to do my homework to learn how to play it well, and I don't need to be out shining the rest of the party or anything, but if the character I'm playing is just not good at what it's supposed to do, that's hard to enjoy playing it.....
Can anyone help me understand if this is a widely held & accepted view?
Am I just setting myself up for frustration and a poor play experience in selecting this class? Is it just not well designed & balanced?
Or have I completely misunderstood?
The Melee magus in the game I run rebuilt their character to be a fighter with the sorcerer archetype because they grew tired of getting hit with AoO. But they brought this character into the campaign at level 9 after everyone else had been playing from level 1. They rebuilt their character at level 11 and are more happy now, because they really only wanted to cast buff spells on themselves and then melee.
Also, they had been casting their daily spells often as AoE blast spells and forgetting to use spell strike at all until level 10, when the party just happened to stumble into a den of demon worshiping Salamander Brutes who had reach weapons and an AoE. They were lower level than the party, so there were lots of them, and they all had AoO, it was not a good situation to start trying to use Spell Strike in. Higher level enemies do tend to have reach and tend to start getting attacks of opportunity. It is a reality that you will eventually need to plan around, but it won't come up a lot until you are level 7+, so there is time to figure out spells, feats, items, and tactics that will help with that if you play the character up from level 1.
Ranged combat has a number of advantages and disadvantages over melee combat in PF2. By level 10 or 11, you will still be facing the same AoO issues that a melee magus does from the kinds of enemies that have the ability. They are going to try to get right up in your face as quickly as possible and now even your normal attacks are going to provoke.
The bigger advantage that they have is that, in the white room, they never spend actions moving. But cover adds up to serious reductions in DPR overtime and smart enemies will take advantage of that too, so it is not any kind of universal truth that ranged combat is better than melee combat.
The real trick of PF2 is that you want a character that has good ranged attack options when that is the smart thing to do, and you want a character that isn't going to collapse into a puddle if staying at range isn't possible. This doesn't mean that the best character is a switch hitter, but, to beat the evil undead horse into the boneyard, it means that any kind of overspecialization will eventually lead to an encounter (or several) that are going to be frustrating and difficult.

Sanityfaerie |

The fact self buffing melee magus was lost to enable "big numbah Shocking Grasp" will always be one of the saddest tragedies.
Self-buff magus started cratering with the deprioritization fo buff spells in general, which was kind of necessary for the balance math to work out as tight as it did.
On the flip side... that playstyle doesn't have to be lost entirely. It just needs to be reforged a bit. we're not going to get heavy self-buffing on a magus, because the magus flavor space has been taken, but by the same token, the Self-Buffing Gish crunch space *hasn't*. So if you want that playstyle, the first step is to figure out how to make it a fun thing that can fit well into the PF2 system as its own thing. At minimum, it needs to answer a few questions:
- Why would a character with this class not just hand all of their buffs to the fighter next to them and then do what they could with their remaining martial skill while said fighter wrecks face?
- What new interesting stuff does this class offer that a fighter with a caster archetype would not?
- PF2 Classes in general, and gishes in particular, tend to have one or more interesting unique mechanics to play with. What are the interesting unique mechanics you see here?
Also, if you can
- What thematic role does this character fill? What kind of people wind up with this class, and how are they seen and treated by others? (it's going to need a unique thematic role of some sort, but you don't necessarily have to be the person to come up with it yourself.)
Though... it should probably be its own thread. For what it's worth, I'd be happy to join in discussing such a thing, if you were to start it.
If it is a tragedy, then why must it be one that endures?

Unicore |

My player found that being the self-buffing Gish to be the fighter with a MC works very well. They cast a low level buff on round 1, the bard casts a higher level one and inspires, and suddenly the character is a very effective Gish striker. Soulforger is another good archetype for this character concept.
The issue is that it doesn’t get off the ground for several levels. War priest is really the only class that does get it off the ground at level one, but it starts slipping around level 5 and it’s melee performance continues to fall out as it gets higher level.
The magus was never going to be able to fulfill this role from level 1 in PF2 though. Full casters barely get enough spells to cast spells every encounter at level 1 and regular cantrips don’t pick up the slack too well for buffing support.
PF2 has definitely prioritized spell strike as the defining feature of the magus, although you don’t need to use it every round to be effective in an encounter. People fought hard (against my wishes) to make spellstrike a one dice roll super activity, and the trade off for that was being innately limited to spell attack roll spells and not interacting well with savingthrow spells. The playtest magus was a really powerful and cool debuffer as well as a striker. Still not a self buffer, but more than just a striker. It was complicated to use effectively though and had such high peaks that the baseline had to be a little lower than average martial DPR to compensate. A lot of folks hated that.
The crit system of PF2 swings wildly both ways, for PCs and NPCs. Very many encounters hinge upon a round where a big critical hit/effect happens. Learning how to maximize those opportunities for your party and minimize them for your enemy is a big part of PF2 tactics. Learning when rolling the dice has a greater than 5% chance of critting in your favor and when it does not (as well as the consequences for it) are very important lessons in the game.

HumbleGamer |
I think self buffing magus can still be a thing.
My character is lvl 14 and I have found different ways to enhance their gameplay:
- potion of quickness
- contingency +lvl 4 invis
- stoneskin ( lasts enough to be used for one or two encounters).
- draw the lightning
Plus low level spells that can be used through wands and scrolls.
As for shocking grasp magus...
Unfortunately, or fortunately, all magus now go with damaging focus spells, because they are consistent and free.
Anyway, starlit span ( especially with sixth pillar's leap) is way above all other magus builds. Love it.

roquepo |

Pretty sure Magus scales better than most classes (including most Fighter builds) with numerical bonuses to hit, so self-buffing Magus is very much a thing if you have a divine or occult casting dedication. Between Heroism and the few defensive/utility spells you get access to in arcane you get to be very self-reliant.

CaffeinatedNinja |
Ninja u made cascade a free action in your games, right ?
Did it bridge the gap abit or how does it feel ?
I started doing it. It feels a LOT better. My PFS character is basically never in cascade with the normal rules because it just isn't worth an action in like 80% of fights given how restrictive it is.
I actually tweaked it further in my house rules, so arcane cascade isn't a stance. That way it can interact with other cool stances from archetypes, and you can be in cascade before the fight starts. (I treat it like having a weapon out, you can be in cascade if ready for combat to start, but not at a nar.)
That also gives it a higher action cost to switch damage types, which seems fair as exploiting a weakness is really good.
Getting rid of melee AoO triggering on spellstrike helps some too. But it is still hard to compete with hitting 90% as hard at 60 feet at doing it at melee range.

roquepo |

I think digging into PF1 vs PF2 and class design theory is kind of off-topic and unnecessarily discouraging when trying to help a new player build a character.
Starlit magus is awesome and solves the class' movement problems but if you'd rather be a melee character it's fine.
I see it less like trying to discourage him (It was never my intention, at least), but rather telling this new player that some people have an issue with the "Starlit vs melee Magus" topic in specific and why.
I love Twisting Tree magus, I think it is one of the coolest gishes ever designed for a fantasy ttrpg, but I still get a little frustated sometimes when all the hoops I have to go through to make my character work in combat (hoops that make combats more interesting sometimes) get instantly overcome by going Starlit.

TheOneGargoyle |
This forum loves to discuss things, and many of its most frequent posters carried over from PF1 where one of the most common points to discuss was the relative value of different character build options. PF1 had huge gaps between optimized and unoptimized characters, and this type of discussion was actually pretty fruitful in highlighting what could amount to "trap options".
The power differences between optimized and unoptimized characters in PF2 is so much smaller that these discussions don't have nearly the same amount of practical weight. So when you see a discussion here saying one class is "woefully undertuned" or that some option has "no reason to exist" because of something else existing... you can rest assured that those dire consequences will not appear in play.
In actual play, I have seen an incredibly sub-optimally played laughing shadow magus carry their weight, steal the spotlight, and have fun. The proof is in the pudding.
Even the class that is most widely regarded as being at the bottom of the heap mechanically (the alchemist) can and will be fun at the table if that's what you like to play.
Thanks WatersLethe, that makes a lot of sense and helps me put it in perspective.