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Wands also have a bit of utility given that wand attacks to ground create small surfaces that might be useful to some degree (like undead putting poison at their feet for healing and earth elemental affinity.
My dual weild mage has survived so many times cause of its decent dodge rating
Ofc u dont put points in dw but the dodge from gear and parry master add up nicely.
None of my mages use shield in tactician
1 uses staff the other dual wield wands.
If going blood mage, shield would be good tho.
Warfare skills scale with Int for wands and staves, although they mostly require a melee weapon. Therefore, staff would be the way to go for a battle mage. Also good with attacks of opportunity.
Wand if you want to use a shield, although for a spellcaster the bonuses from a second wand may be more beneficial.
I've tried both and can tell you, that while shield is pretty handy early game (due to armor bonus and enemy not wanting to kill you that much), it falls behind dual wielding in mid to late game due to the constitution requirements and the stat boosts being not so viable for a damage dealer.
Also, the amount of jumps and repositioning spells is insane in this game, so if there is a high ground, you can certainly reach it within reasonable AP usage.
Air mages late game can end fights in pretty much one turn, so having a shield isn’t that necessary. If reflection is a risk, I just pop a 75% air resistance potion (or the elusive 90%) and just eat it with my face. That reflect aura guy in act three is a fun target for chain lightning or superconductor when you do this. Great way to lag your game.