Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Actually in this game, staff is much weaker than wand. It has almost the same damage and attribute buff as a single wand, but you can equip double wands and they can be buffed by dual-wielding and the left-hand wand can be buffed by wand skill.
In early game, you only need to equip one wand and it costs only 3AP to attack, it's the most efficient way to ignite, eletrify and deal damages.
Also, I do not use staves as melee weapons; the AP cost is too high, the results aren't very exciting, and there are always better alternatives. (Grenades, scrolls, spells, special arrows, and what have you.)
I have been double wielding wands in those situations where I can't avoid close quarters combat, however. In fact, I train just about everyone in dual wielding, whether for wands or weapons. I was just annoyed that there was no hotbar icon for using them, the way there is for the Staff of Magus attack, and at not being able to see the range properly.
1. they get skills...
2. have infinite number of attacks...
3. range attack...
4. can dual wield.
staffs are weaker... nearly usless compared to wands.
I don't understand why you need a hotbar to use wand. It's a Ranged weapon which means you can directly attack from far away. Even if you are in melee combat, you can still attack with it without any penalty. The reason why there is a staff of magus for staves is the weapon itself is a melee weapon and ranged attack is an bonus but can be used only once per action which makes it much worse than wands.
In early game, you only need to equip one wand, and its attack only costs 3ap, with 9ap you can attack 3 times. It also serves for ignite(fire wand), electrify(air wand). It's better to dual-wield after you reach 4 or 5 points in that ability.
Even in terms of range, wand is 16.0m while staff of magus is 15.0m.
Actually wand is the best weapon in early game, even fighters and rogues can consider using it.
Or maybe you are not playing the EE version?
I just got through cleaning out the charred bone guys. As a test run, I gave Jahan my best water wand, and Scarlett my best water staff. Scarlett with her one shot did as much or more damage per hit (200-250) than Jahan did with his 3 (60-70 x3), leaving her with enough AP to toss off a shock bolt, or fall back to a better position. Also, Jahan only has 7 AP at this point, so he had to save up AP from the prior turn to get 3 attacks, and was unable to move after attacking. He took a lot of fire damage.
I'm big on hit and run tactics, as opposed to standing fast and slugging it out toe-to-toe. Fire off a hard hitting staff, then run for cover.
In terms of efficiency, not the comparison you want to make. Dualwielding air+fire wands early on gives you easy access to electrified water, burning oil and exploding poison. This is far, far more beneficial than any spells wands have or buffs staves give.
Past level ~12, both wands and staves are pretty useless. Dualwielding crafted daggers or swords/axes with decent stat stick mods is easily better.