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Stack spell damage relics and things that give a bunch of status effects, and just watch the fireworks. (Also yeh, dont neglect intellect/focus, if you're playing stuff on the right side)
Having spells that cater to your playstyle are also super important. Don't pick up circling fireballs if you don't want to be in melee, don't pick high mana low damage spells if you're fighting bosses. If your character starts with good relics then great, but unless you're rerolling a ton or have filled out the scar challenges for getting less RNG on selecting heirs, picking spells is the best you've got.
So much this. The Astromancer is actually what the mage should have been. In fact I feel that the two spells thing was mostly a rushed decision made final. It's just an uncreative, boring and ultimately hit-or-miss idea. Even a teleport talent would have been better that what we got.
Having two spells can be nice sometimes since a number of spells are better than a bad talent. That being said, it's really obnoxious how you can never find a different spell to replace your talent spell. All you can do is replace it with a normal talent which would remove the main unique factor of the mage.
Astromancer is great fun and such a big difference compared to Mage.