Magi Weapon Box - How to Use?
I guess if you run staff in zergs
A healing guard could work. If you do Magi on Weapons, Chest and Legs, with Clerics on everything else, you’d have some good power, a bit of extra vitality, and all the healing power you could want. Its fun for sure, and if you aren’t required to roll with an organized group, you can help out the pugs or whomever nearby quite a bit.
I’ve allowed people to just sit under AC fire and Ballista fire and not need to move.
Magi stats are some of the worst you can put on a guardian. Most of the healing done in WvW is from the Area Healing combo which requires using a combo blast finisher inside a water combo field.
If you really want the skin, just select whichever weapon you want to unlock the skin for then transmute it onto a different weapon.
Unlock for skin, sell for 1 gold is honestly what I’d do. Magi is pretty awful, because at least cleric gives you some damage with power.
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
For the sake of showing the numbers, I took a build calculator and did some quick math.
Just armor and accessories, no traits, sigils, runes, food. Using staff auto since why not, its all healing gear.
Clerics armor and Clerics accessories – 43,248 damage
Critical Damage – 150%
Critical Chance – 4%
Total Hits – 100
Damage – 424
Critical Hits – 4
Non-Crit Damage – 40,704
Crit Damage – 2,544
Total Damage – 43,248
Magi armor and Clerics accessories – 36,741 damage (magi accessories don’t exist)
Critical Damage – 150%
Critical Chance – 22%
Total Hits – 100
Damage – 331
Critical Hits – 22
Non-Crit Damage – 25,818
Crit Damage – 10,923
Total Damage – 36,741
In order of a Magi set to be equivalent to a Cleric set, you need 200% critical damage with a 31% crit chance
Critical Damage – 200%
Critical Chance – 31%
Total Hits – 100
Damage – 331
Critical Hits – 31
Non-Crit Damage – 22,839
Crit Damage – 20,522
Total Damage – 43,361