Aye, I've finished the game with a ~85% physical party (token enchanter to buff / put out fires), and now trying to do a magic run is making me wonder why -do- those skills have such long cooldown when they're doing less than a warrior's base attacks. Though with that said warriors also have it p. tough in fort joy as little/no armor in the first 4-6 levels means they can't really serve as tanks / often don't even have opportunist in their template, which also indirectly devalues mages.
I ragequit on my mage run when my geo / pyro + summoner / hydro ran into fireslugs. Everything I do explodes and heals them... ._. And the long cooldowns / low damage on water skills make fireslugs' weakness to frost negligible, as I can't kill them before they heal to full from fires all around them.
I think the problem isn't so much that physical is strong but that magical is more 'offensive utility' oriented, and offensive utility in this game is blocked by magic armor, which for a good half of the game your wizards won't have enough 'oomph' to deal with, without also putting all their utility on long cooldown.
Last edited by Sil; 25/09/17 12:29 AM.