Chaos Magus Guide

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Magus Guide

class="style2">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.
class="style2"> 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.
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style="font-weight: bold; color: rgb(218, 165, 32);">Strengths:

  • Demon pets.
    These ugly buggers give you a decent boost in ranged and, sometimes
    close combat, DPS
  • Different
    pets for different ranges of combat allow you to adjust how you'll fight
  • Up close
    and personal spells with extremely short recast timers designed for
    when you get melee'd.
style="font-weight: bold; color: rgb(218, 165, 32);">Weaknesses:

  • Pets aren't mobile, they're static, so they act more
    like a spell than an actual pet and you need to recast it every time
    you move to a new location. This gets awkward in PvP
  • Low hit points and damage mitigation. Even though you
    have the pet and the up close spells, you lack the ability to take much
  • Shorter range than most other casters puts you in a
    position to have to go to melee a lot faster..

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style="font-weight: bold;">Chaos Magus Quick

Race: Chaos (Humans)

Ranged DPS

Armor: Cloth

Primary Weapons: Staff

Primary Stats: Intelligence, Willpower
style="font-weight: bold; color: rgb(204, 153, 51);">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?”

- Tor Ravenson, Magus

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.

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style="font-weight: bold; color: rgb(204, 153, 51); font-size: 15pt;">PvE

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.

style="color: rgb(204, 153, 51); font-weight: bold; font-size: 15pt;">RvR

Plan on
introducing yourself to ALL the melee classes because the minute the
healer goes down, you're next. Something about the serious amount of
DPS that you and your pet are pumping out tends to make them a bit
testy. Try and stay behind the group and always, always
start by getting your pet out. Together, you two can light up a few
unsuspecting Order monkeys up before they know what's going on.

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.

href="" target="_blank"> style="color: rgb(255, 255, 255);"> style="font-weight: bold;">Magus Abilities List
| Magus Masteries

style="color: rgb(218, 165, 32); font-weight: bold;">Chaos
Magus Mastery Paths
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style="font-weight: bold; color: rgb(204, 153, 51);">Path of
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.

of Changing
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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? style="font-weight: normal;">

of Daemonology
style="color: rgb(255, 255, 255); font-weight: normal;">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.

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