Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You will make one target simply go away after level 12, breaking 10-15pts/char level damage non-critical EASY on your first attack. If you crit, god help them..or if they are vulnerable to the touch spell in question.
Since enemies in this game tend to have a lot of HP and Owlcat meddled quite a bit in basic mechanics, I cannot say if magus with sorcerer dip is as good as on paper, I do assume if they put in the empowered/maximized arcana, then yes.
Spells do not fail if the Magus misses. It will stay until a hit is made or another spell is cast which means that you can do much damage on later levels with a low level spell as shocking grasp and vampiric touch (which also heals you) while being protected by mirrior images and displacement which makes up for the lower hit points.
A recommendation is to use a weapon with high crit range, which makes you able to crit with your spell strikes more often. Dealing up to 6d6+modifiers x2 in damage with shocking grasp at lvl 5.
On higher levels you can add spells such as greater heroism to your spell list, which makes up for the lower BAB compared to the fighter or barbarian.
Whatever it's worth it really depends on what you are looking for. If you are looking for a versatile class with many different ways of assisting himself and the party while also dealing bursts of damage, then you are in the right alley.
Thank you both that helped me understand the class better.
In the beginning the magus is really useless...
Low life, weak standard attacks and the magic is nearly useless, because the enemies have to high restances.
At the moment I´m at level 12 (or so...) and the class is really interesting. :)
You can hit the enemy with your main weapon and if you use a 1-hand weapon and no shield, you can attack and cast at the same time.
With your arkan enchantments you can add elemental damage to your main weapon (fire, ice, holy, speed, spark (right word?!) and a lot more)
If you choose as metamagic "Evocation" and I hope, this is the right translation, then the most oft your attack spells will be really strong.
For now I´m able to kill a goblin, bandit and a lot of standard enemies with only one hit or at least 2, when I use standard spells, where I don´t need to rest!
If I use the big fireball, I can also kill a lot of bigger enemies with 2-3 hits.
When you level up, you are unlocking a skill, where you can wear heavier armor, without magic miss chance, so your magus will be touger
One ability they have that gets overlooked alot - is that, in essense, they are perfectly capable significantly more melee weapon attacks than just their BAB would suggest.