DPS classes have more fun. Tanks are anxious about being between the squishy and the pointy things. Healers make sure that their fellows are standing upright. All DPS classes have to do is be pointed in the right direction and relatively sober.
There are three ranged DPS classes on the Destruction side such as Squig Herder, Sorceress and Magus. The players who choose these classes are going to have a heck of a lot of fun variously shooting, exploding, and damning the souls of their opponents. Let us take a close look at those three ranged DPS classes.
First and foremost, the Squig Herder offers something neither the Goblin Shaman nor the Black Orc can: a friendly pet that you can take home to the kids. In effect the pet is a meatball with legs and a mouth full of thousands of teeth but it is still a pet. In the world, it is that pet classes are just about the most fun you can have. Squig Herder mechanics are built around the utility of their pet, combining their mastery paths and pet roles into one delicious overall class purposes.
Somewhat Squig Herders share their mechanics with the game's other pet class "the White Lion" which has mastery paths focusing mostly on the role of the pet. But the Squig Herder's mastery paths dictate what the gobbo himself is best at. Therefore the feel of playing a Herder can best be described as a "rolling vortex of knives, arrows and teeth.
It is fundamentally different to play Sorceress. Its mastery paths are pretty much what you'd expect. They allow you to tweak what kind of damage you do in different directions, whether you want a lot of 'spike' immediate damage, damage over time or the ability to drop damage on a bunch of enemies. Their core mechanic is essentially identical to that overzealous pyromaniac, the aforementioned Bright Wizard. Slinging spells as a Sorceress taps into the depths of Dark Magic, and the more spells she slings the more feedback builds up. Building up all those energies makes you hit harder and crit more often, but it's a dangerous game. Once you're above a certain level of Dark, every spell cast is a roll of the dice. In other words, the Sorceress seems to be messing with powerful and unknowable forces.
The Magus is a very different animal from every other caster in game. It differentiates from other more 'brute force' spellcasters by giving substantial form to his dark powers. Where the Sorceress and Zealot merely draw on unknowable and unnamable things, the Magus gives them bodies and sends them out to do his bidding. His gameplay doppelganger is the Dwarven Engineer, but the living, breathing, oozing nature of the Magus' 'turrets' makes for gameplay with a wholly different tone. Instead of utilitarian mechanisms dispensing death at the whim of a toolmaker, the player takes on the guise of a dark magician barely holding horrible powers in check. Within his summoning circle the demons are bound and must 'behave', but one slip and the result could be ... terrifying.







