Poll: What is the best Warlock/Wizard implement? Orb/Staff/Rod/Wand?

Which Implement?

  • Orb

    Votes: 11 23.9%
  • Staff

    Votes: 28 60.9%
  • Wand / Rod

    Votes: 7 15.2%


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From a mechanical perspective:

Warlock rods rock. The Staff of Ruin is the best wizard implement going, although nothing beats an Orb for a dedicated control wizard. Wands are meh but can be used by either.
 

Staff of Ruin is only good if you don't care one whit about utility.

If you -actually- care about Utility in any capacity, then you take the implement that has the utility you like the most.


And if you're a warlock who doesn't care about utility, you're not using the class to its true potential.

And if you're a wizard who doesn't care about utility, you're not using the ROLE to its true potential.

And by 'utility' I do not mean 'Utility Powers'.
 

Staff of Ruin is only good if you don't care one whit about utility.

If you -actually- care about Utility in any capacity, then you take the implement that has the utility you like the most.

While I agree that utility is important, with Dual implement you get to carry two implements (and can have a lower level collection if you like). So all you really have to do is use the utility staff when you need it, and the Staff of Ruin for everything else.

For instance, you could easily off-hand an Architect's staff for your zones and walls, and use a staff of ruin in your main hand, and have a Staff of Expansion +1 in your Deep Pocket Cloak for when you want a giant Stinking Cloud.

Perhaps there is a two staff combo that works really well, which may be worth sacrificing the item bonus to damage. And for two different implement combos, I can see a summoner wizard using a tome in one hand and a Staff of Summoning in the other, forgoing the staff of ruin. But even then, I expect it will be more of a corner case.
 

While I agree that utility is important, with Dual implement you get to carry two implements (and can have a lower level collection if you like). So all you really have to do is use the utility staff when you need it, and the Staff of Ruin for everything else.

For instance, you could easily off-hand an Architect's staff for your zones and walls, and use a staff of ruin in your main hand, and have a Staff of Expansion +1 in your Deep Pocket Cloak for when you want a giant Stinking Cloud.

Perhaps there is a two staff combo that works really well, which may be worth sacrificing the item bonus to damage. And for two different implement combos, I can see a summoner wizard using a tome in one hand and a Staff of Summoning in the other, forgoing the staff of ruin. But even then, I expect it will be more of a corner case.

The ONLY reason Staff of Ruin appears in the equation is Char Op.

And Char Op + Arcane Power Source + Damage = Sorcerer.

Also, Char Op + Arcane Power Source + AoE Damage = Sorcerer.

Seeing as we're dealing with a Wizard or Warlock, we can assume the above don't apply, and instead Char Op for things -those- classes do.

Some of them Rods are not terrible for Warlocks.
 

Staff of Ruin is only good if you don't care one whit about utility.

If you -actually- care about Utility in any capacity, then you take the implement that has the utility you like the most.

And if you're a warlock who doesn't care about utility, you're not using the class to its true potential.

And if you're a wizard who doesn't care about utility, you're not using the ROLE to its true potential.

And by 'utility' I do not mean 'Utility Powers'.
Every character should care about damage. Period. Even controllers. While it may not be their chief purpose, it's guaranteed to be helpful in every single combat.

There are cases where a decent Daily can be good, too. Heck, there are cases where it can be great. But a Staff of Ruin is guaranteed to be good, all the time.

-O
 

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