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Later you'll have enough spells that they'll mostly just be for stat bonuses. Definitely dual wands though.
Unless you find yourself often attacking with just the wands instead of spells, I'd prioritize ability-increase stats on the wand over the wand's own damage. Stuff like Int+ or Pyro+. Crit+ can also be very good if you use Savage Sortilege to crit with spells.
Staff can be worth it if you find one that gives you more stats overall than any 2 wands you currently have combined. You still get 1 ranged 'basic attack' with staff per turn, often you don't need more than that as filler between spells if at all.
I would 100% agree with that. Shield is just too good for mages to pass up on. Like way too good. And if your mage isn't casting a spell every action somethings wrong with your loadout. One wand for stats. Shield > 2nd wand stats.
You may think 5% or 10% damage bonus is little, but with how skill damage scales from level and rank it makes a huge difference higher levels in the game.
Yet.
Yes, you are right on those numbers. However a shield not only provides a ton of physical and a fair bit of magic armour, it also provides shields up which adds a whole heap more every (IIRC) 3 or four turns. This makes mages extremely durable, the tankiest characters in the game and more or less immune to enemy magic status effects and elemntal damage.
A side effect of this is to reduce the number of casts (or potion quaffs) they need to make during combat to restore their armour. Which means more AP available for more offensive spell casts leading to higher damage output during combat. It also deters enemies from attacking them at all since the AI prioritises high threat/low defence targets so the shield lowers their priority. Which means even more AP available for offensive spell casts (and therefore more damage output).
You have to factor this in to balance against the increased damage per cast you can get from using e.g. dual wands. On Tactician I found it to be clearly superior. Even allowing for the additional damage per cast lost due to raising CON (at the expense of INT) to 14 to equip late game shields. The balance may not be the same on Classic, I don't know.
But this is why IMO Shield > 2nd wand for mages.
I found the best defense is a good offense and 10 percent crit and 5 int per wand (2 from wand 3 from rune) is just too much to give up.
Seems to have worked so far through my honour mode play through but everyone plays differently
1) Buy a second wand.
2) Respec your stats so you have high crit chance
3) Choose the spells can crit talent (forgot how it's called)
4) Buy runes (or materials to craft runes) that give you crit chance and equip them.
Now every fight becomes pretty easy (even on tactician, I tested it).
Keep in mind this is only for pure dmg mage.