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Pyro/geo does way more damage though and pyroclastic eruption is overpowered and will make everything past lvl 16 a joke.
Overall if you hate having to respec you should stick to physical classes for solo runs.
pyro ( for burn effect ) + geo ( for poison effect ) + torturer talent
Give you a reasonable edge early and tames a bit with progression.
Actually you get it as soon as you craft mass trap deployment. It's the second best magic source ability when it comes to damage and you only need 1 source point for it.
The only thing stopping pyro mages after that are resistances.
On another note, pyro/geo has a way better early game than aero/hydro as well and you get all the cc you need with torturer and worm tremor.
Necromancy is right behind hydro/aero, because it offers great damage because it scales with warfare due to being physical damage, has excellent debuffs, some cc, its attack spells have low cooldowns, and it has excellent self heals( based on percentage of damage done to enemy. They are also immune to decay, meaning their self healing from necro doesn't hurt them; necro heals also work with living armor
pyro/geo suck in my opinion, because it will only provide damage and a decent armor spell so long as you are buffing geo. Though, f you are undead, geo will provide good healing, until you get hit with decay.
In my opinion though, wizards, especially when you go solo, need to be able to do more than just damage. Aero/Hydro or a necromancer are what I would bring into a lone wolf playthrough.
Necromancers are also leagues ahead of hydro/aero in every part of the game other than act 1.
This means you go first with pre-cast Clear-Minded, you have access to Haste, Frost Armor, etc, and between Tactical Retreat, Teleportation, and Nether Swap, you have tons of ways to group enemies for huge AoE spells (which you cast from high ground with your crazy mobility).
Lategame you just group everything so Pyroclastic Eruption one-hits all the big bosses (including skipping the final fight by one-hitting the pre-fight).
I generally leveled 2 int per 1 memory on average (varying slightly based on how important memory was at a given time) for the first ten levels or so and took Pet Pal, Mnemonic and Elemental Affinity as my first three talents.
And that's exactly why it will only be better in co-op. Co-op is messy most of the time because everyone has different ideas on what they want to do in combat and a lot of mistakes happen.
In single player you don't need any of that on a mage because you get to build your entire party and control it, you will have everything you need.
And when it comes to lone wolf solo builds(which is what the OP wants) you need as much damage as you can get.