Does anyone else think it's kind of odd to have a magic tree that synergizes with melee well, in a game that kinda makes melee a very dangerous thing in the mid-late game unless you're covered in enough steel plating to craft a battleship or two which then brings down severely, nerfing Viking Wizardry's damage?
Then again, you arent really using Viking Wizardry for its damage when it has disables, melee buffs (which are static in effect regardless of ), an AOE debuff which also isnt reliant on and another melee buff which also isnt reliant on to keep running. Sure there are 3 skills which are involved in but one of them is hardly worth it for the damage anyway, the other is barely powered by and the last one has so much initial damage and scales so poorly with :magic_damage: that it´s hardly worth it (although + × 0.55 is nothing to scuff at, it does start off at over 20 damage, AOE and with a 33% of paralysis)
As Shadowplay said, none of Viking Wizardry's melee buffs benefit from significant magic power. That said, the only decent melee buff Power is Magic Steel. Hand of Belimawr is really boring and not worth slogging through 3 not-particularly-useful spells to get. It really needs a better proc than 50% chance of igniting. Even a Burning Tome has 100% chance of that.
Viking Magic just seems to be one of those Skill Trees that has this awesome concept, but when you try to use it, it's very hard to justify spending any points in it.
Viking Magic is pretty good, IMO. It has such great base damages that throughout you can generally just rely on them and Necro for a gish build.
Yeah and if nothing else, it really makes the first few levels much much easier even if you dont spend any points on it