Aye but to be honest, Magus is the weakest class in the game, which is a shame as it's such a fun class to play. I hope Mythic buff them sooner rather than later.
Yeah, Magus really just needs either a Healing debuff, or a slight increase in damage for all spells, including horrors. It's just impossible to take on Healers(Spells are too easy to heal through,) Tanks(Too much Toughness and Wounds,) and Bright Wizards(at best, they die after you do from DoTs) in one on one at the moment. Surge of Insanity needs to be an instant ability too. 1 sec cast time on an interrupt is retarded. Same goes for Warped Blast.
In groups, the class is pretty useful for a couple of reasons, depending on how you're specced. While Havok isn't nearly as good as direct damage spells from Sorcerers and Bright Wizards, the tactics make up for it slightly. Tactic that allows two targets within 10 feet of each other to be hit with a single Red and Violet Fire does a considerable amount of damage. In addition to that, Violet healing for 50% of the damage it does tactic paired with the tactic that reduces it's cooldown from 10 seconds to 3 seconds adds a great deal of survivability. And ofcourse, the +15% critical chance for Havok Spells tactic makes all of the trees tactics delicious.
Perils of the Warp is some pretty handy damage against a healer or mage. Bolt of Change does a ton of undefendable damage. Firestorm is pretty decent short term area damage. The Rank 4 morale could use a bit of work though. The AP drain is nice, but the damage needs to be increased just a bit, as it does slightly less damage than Changings(which is also a Cone attack and not single target.)
Changing, as is, exists pretty much to make healers worthless in a large scale fight. First tactic blows, not worth grabbing imo, compared to what else you could do with that point. Endless Pandemonium is pretty handy if it continually procs on a healer trying to remove Pandemonium from themselves, since that means they're wasting AP
and not healing teammates. +15% Crit chance on Changing spells is a-fucking-mazing considering how many targets are getting hit with your shit simultaneously.
Seed of Chaos is nice to plant on War Lions and Turrets, the explosion damage needs to be increased significantly though, since the spell is pretty much a bust if the target dies before it has a chance to happen. Indigo Fire of Change is rape in channeled bolt form, not to mention the confusion(and bonus DPS) that sprawls forth if the target dies while it's going on. Dissolving Mist is amazing damage for the AP it costs, 30 gives you 250 foot wide coverage that lasts 30 seconds, on a 30 second cooldown. The best part? It's instant cast. Rank 4 Morale is pretty groovy. Very heavy damage to every target within 65 feet in front of you.
That extra point left over from not buying Infernal Pain can be used to buy Chaotic Attunement(Instant Summons) in the Daemonology Tree.
I want to see the Firewyrm in action before I pass judgment on the Daemonology Tree, but to be honest, outside of Chaotic Rift and potentially Firewyrm of Tzeentch, the tree doesn't look appealing at all. Aegis of Orange Fire adds a good chunk of health, but the damage shield doesn't appear as useful, since it's not melee rolling Magus over, it's ranged support. Everything else requires me to be within an uncomfortable vicinity to use, and the tactics don't look too appealing. The last one especially. Horrors gain +100% damage, but at the cost of 20% AP regain? Screw that, horrors are too weak as is for that to be anything close to useful. Not to mention you have to stay within 30 feet of them.