I'd like to see the cooldown for Staff of Magnus removed. It doesn't go all the way to like 10 anymore. 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. The Witch and the Wizard, who have spells like Rain and Blood Rain and have Far Out(,)Man, start with a staff. 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. It's 2 ap, same as any other 2 handed attack. If need be, a wizard can smack a guy real good who gets too close, and fire off the elemental effect on it. Which begs the question, why use a staff?Ĭause a staff is actually a melee weapon. 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. 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. 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. So, using a Staff as a wizard is a bit weird with wands in the picture.
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