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Shield+wand is best due to this.
Staff is amazing on a pyro mage, sparking swings and flaming tongues can make for an interesting battlemage, take warfare for skills like whirlwind, blitz etc etc.
Dual wands.... I love dual wands. But theres something odd with them.
Some poison wands leave poison pools where they hit. Some dont.
Some water wands are ice wands, some are water.
These things make wands a hit/miss weapon.
But, poison wand in mainhand + firewand in offhand = 4 sets of numbers per basic attack.
The hit, the poison pool created under them, the fire wand hit, the explosion that results with the poison puddle.
I find dual wands to be the most fun, but on occasion you get an amazing weapon upgrade only to find it shoots ice not water (can't stun with air wand, water you can) or that its poison doesn't leave a puddle.
Wand+shield is the most safe.
I wouldn't ever use a staff unless I were building a pyro battle mage niche build, revolving around things like sparking swings, poison weapon, flaming tongues etc
Another good way to use weapons on your mage, is to give them a weapon with the element that they are not proficient in. You will come across enemies that will make your mage pretty ineffective, e.g. 150% fire resist + 100% poison resist + 80% earth resist.
Well, doesn't that just cuck a pyro/geo mage pretty harshly. Water/air, wand/staff to make use of their -20% water/air resist.
It is especially powerful with air, stunning in 2 hits, which is basically how I got Grog the moment I stepped foot in Reapers Coast. I'm niot sure if water does it with freeze (presume it does). Is useful because of the lack of cooldowns.
I found staves kinda wanting. Mainly because when you need it, it only have 1 cast per turn. When you don't need it, well, a shield is better anyway.
It's all that you need. Any other combination is inferior.
Past Fort Joy I never used wands (on mages with 13 memory