Overview: The Magus is the ranged DPS class for Chaos who are given the ability to summon Daemons by the Chaos Lord, Tzeentch. While you may be thinking "Magus! Daemons! COOL!" this isn't your standard pet/casting class. They have the potential to do some fan-tastic damage when they combine forces with their summoned Daemons, however the pet Daemon you summon isn't mobile and is confined to the spot you summoned it at. With Daemons that can fight ranged, mid ranged, and up close, you have an arsenal at your disposal. You also have a few very nice up close and personal spells for when you have to engage a melee fighter. They aren't one shot kills, but they will help you burn them down quicker and possibly outlast them with a little help from friends. When you get into Tier Three you get an ability that will allow you to warp your pet to you instantly so you can avoid having to recast it over and over.
Chaos Magus Quick Info
Race: Chaos (Humans)
Role: Ranged DPS
Primary Weapons: Staff
Primary Stats: Intelligence, Willpower
Mythic's Official Chaos Magus Description
“Let mere Wizards have their simple
fire. The flames of Tzeentch are by far the more subtle, the stranger,
and all the more powerful for it. Who is more deeply burned? The man
who is scorched and recoils, or the man who accepts the flame, thinking
it is but warming light?”
The Ruinous Powers have many gifts to offer their mortal followers and enemies alike - some of them quite terrible, but some of them The magic of Tzeentch is sorcery in its purest form - the raw power of the warp unleashed on living flesh. Using this power, the Magus can wreak incredible destruction, but his powers can cause effects more sinister than simple death. The dark magic of the Changer of Ways infects those touched by the Magus’s fires, tearing at their souls and bodies, diminishing their hearts and spirits. From atop his Daemonic Disc of Tzeentch the Magus rains corruption over the battlefield, annihilating his enemies with the sheer power of the Aethyr and the massive strength of his own will.
The Chaos Magus lives by one word. Positioning. You do your best damage when you have your pet out, and since your pet is static and can't move with you, you need to pick and choose where you're going to set it up for greatest effect. Keep your pet on defensive mode. Those guys are agents of Chaos after all and they WILL bring the house down around your head if you let them. you can handle 1-2, maybe 3, mobs but anything more and you're in serious trouble especially if your pet goes down.
In a group, the Magus works best from range and has a little more flexibility as far as set up goes. However, it would work best to let the tank pull to you, since this allows you to start casting right off the bat instead of spending the time to set everything up and then start in on the enemy.
Also, drop your pet into aggressive mode when in RvR or PvP. They'll attack anything who's faction begins with the letter "O" and they'll do a pretty decent amount of damage, helping out your team overall.
to sit back and cast from afar? Want to toss powerful spells and never
run the risk of getting hit by killing foes before they can reach you?
If the answer to these questions is "Yes!", then the Path of Havoc is
for you. Focused on increasing your ranged attack damage, it even comes
with a pseudo-heal further up the line that will keep happily blowing
those Order pukes all over the place.
Path of Changing: Do you want more fast acting mid range spells? Wish you could increase your survivability through quicker casting? The Path of Changing IS your bag, baby. Designed to increase the speed and damage of some of your closer ranged spells the Path of Changing also gives you the ability to create Uncontrollable Horrors out of your enemies (no lie, it's in there), what more could a guy/gal ask for?
Path of Daemonology: Tired of getting melee'd to death by that pesky Witch Hunter? Wish you and your Daemon had a better rapport? Well, wish no longer, The Path of Daemonology is here! This path focuses on your best buddy and your close combat abilities. Giving you the ability for instant Daemon summoning and allowing you to open rifts in the time space continuum without a Hadron Collider, This path will teach those danged melee folks that it's not nice to fool with the caster.