So, using a Staff as a wizard is a bit weird with wands in the picture. In original sin, there was no magic ranged weapon, so if you wanted to attack from afar as an int-based character you were forced to use Staff of Magnus or your spells. The Int-based cooldown reduction quickly made it so you could always fire off your stick, even if you couldn't use your other powers, so you always had a good backup.
Staff of Magnus' cooldown can't be reduced in OS2, and you can just blast out with wands to your heart's content, and dual wield with them to get SICK C-C-C-C-C-COMBOS of earth/fire or just keep blasting with one over and over again. Which begs the question, why use a staff?
Cause a staff is actually a melee weapon. It's not a bad one, either. If need be, a wizard can smack a guy real good who gets too close, and fire off the elemental effect on it. It's 2 ap, same as any other 2 handed attack. Which is fine(actually surprisingly good, it scales with int) when things get too close, but most of the time an int-heavy pure caster is gonna be in the back doing what their name says, castin' spells. The Witch and the Wizard, who have spells like Rain and Blood Rain and have Far Out(,)Man, start with a staff. If they're meant to be far away from the fight, what are they supposed to do with a staff? In the rounds when their spells recharge, they can only get so much AP back. It doesn't go all the way to like 10 anymore.
I'd like to see the cooldown for Staff of Magnus removed. Maybe put the AP cost up to 2 so it's a 2 handed attack. Or maybe the thinking is that staff classes have down-rounds? I'm not sure. But the weapon feels in a weird space, because a hybrid wouldn't use a staff, they'd use a melee weapon so they can check physical armour and use warfare/scoundrel skills, and taking a wand or two means you can spit out elemental damage whenever you dang well please. Why take a staff outside of an undying love of the weapon?
Last edited by Grondoth; 02/10/16 01:45 AM.