Magus (Deck)

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Disambig gray.svgThis page is about the Deck. For other uses, see Magus.


Magus (Deck)
Magus (Deck).jpg
Secret Society: Templars
Weapon 1: Elemental Focus
Weapon 2: Shotgun

The modern Magus supplements their elemental powers with a shotgun. This strike-focused deck is intended to deliver unrelenting damage to a single target. The Magus's passive elemental abilities focus on building critical hits, while shotgun abilities add debuffs and damage to strike attacks.

The Magus also has group support potential, with strong boost to group damage and a shared critical hit buff.

Weapons Needed

Active Abilities

  • Ignition - [9 AP, Active, Strike, Single] - An elementalism strike that deals a moderate amount of damage. Builds a weapon resource for each equipped weapon.
  • Raging Bullet - [16 AP, Active, Strike, Single] - Consumes all Shotgun Resources. A single target Strike attack that deals a large amount of physical damage. The damage increases if the target is 3 to 9 metres from the player, and increases significantly if the target is closer than 3 metres. Damage also scales with number of resources consumed.
  • Flame Strike - [16 AP, Active, Strike, Single] - A single target elementalism strike that deals a large amount of damage. Consumes two elemental resources.
  • Short Fuse - [21 AP, Active, Single Attack, Group] - Increases the damage output of everyone in your group for a short time.
  • Coldwave - [12 AP, Active, Single Attack, PBAoE] - An elementalism attack that deals a moderate amount of damage and roots nearby enemies. Sets hindred state.
  • Kickback - [12 AP, Active, Dash, Single] - A signle target attack that deals a moderate amount of physical damage. Also preforms a backward column dash that deals a small amount of physical damage.
  • Whiteout - [50 AP, Elite Active, Single Attack, GTAoE] - A ground targeted elementalism attack that deals damage and roots enemies inside the targeted area. Sets hindered state.

Passive Abilities

  • Violent Strikes - [21 AP, Passive, Single Attack, Single Target] - Significantly increases the critical hit chance of all your strike category abilities.
  • Social Dynamo - [21 AP, Passive, Single Attack, Single Target] - Whenever you critically hit with a strike category ability, all the members of your group have an increased chance to critically hit for a short time.
  • Punisher - [21 AP, Passive, Single Attack, Single Target] - Strike attacks also cause the target to become Weakened by a single stack of the Debilitated effect, which reduces all damage dealt by 3% per stack for 10 seconds. This effect can stack up to 10 times.
  • Gunsmoke - [1 AP, Passive, Single Attack, Single Target] - Whenever the player applies Weakened, the target takes a small amount of physical damage.
  • Elemental Force - [1 AP, Passive, Single Attack, Single Target] - Every eighth attack you unleash is guaranteed to critically hit.
  • Final Fuse - [27 AP, Passive, Single Attack, Single Target, Modifies: Short Fuse] - Increases the damage increases granted by Short Fuse.
  • Live Wire - [50 AP, Elite Passive, Single Attack, Single Target] - Every fifth critical hit will trigger an additional hit that deals a large amount of damage to the target.