| Orithilaen |
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In PF1E, the standard magus tactic was spell combat + spellstrike + spell slots loaded with touch attack spells. A typical combat round might be a full attack together with spellstrike with shocking grasp. What strikes me for this version of the magus is that, even though there is a superficial affinity, this is a suboptimal tactic here.
There are two reasons, which have already been widely noted. The first is action economy: when you use a full round to use Striking Spell and Strike, you only get off one spell (if it's a standard 2-action spell) and one Strike, just as if you were a fighter with the multiclass wizard archetype. The second is that, if your spell has a spell attack roll or a saving throw, you have to roll twice to succeed, both for the weapon attack and the spell. The compensations Striking Spell in itself gives you for these disadvantages are pretty weak. You lose the MAP for the spell attack but with weaker proficiencies and lower Int than the wizard you would never want to cast a spell attack with a MAP anyway. You get one degree of success better with the spell attack or save if you crit with your weapon, but that requires you to crit with your weapon, which isn't reliable enough for a character that isn't a fighter. Your spell isn't wasted if you miss with the weapon attack, but (1) you only get one more round to use it, in which you can't use Striking Spell again and (2) it's still a pretty big issue that you couldn't place the spell in the round you wanted to place it.
Does that mean Striking Spell is useless, or that the playtest magus is bad? No. It will require playtesting to find out for sure, but there are potentially very good ways to get around these disadvantages. They just require breaking from the PF1E way of playing a magus.
1. Don't use spells that require spell attack rolls with Spell Strike. (This was your only option in PF1E.) You want a spell that doesn't require a saving throw or spell attack, or, failing that, requires a saving throw with an effect on a success that you would still find useful. My cantrip of choice would be chill touch. My slots spell of choice would be magic missile--or, at higher levels, maze.
2. Use Striking Spell in circumstances where you can make really good use of the Magus Synthesis ability. In PF1E, the advantage of spellstrike was that you got off a weapon attack for free. If PF2E, the real advantage is the Magus Synthesis ability. You can cast chill touch, magic missile, or maze without using Striking Spell. But with Striking Spell, you can also Step or Stride, or get 2 temporary hit points per level.
3. Use the other tricks the magus class gives you. It's not just about spellstrike/Striking Spell anymore. Use your spell slots, which now match the highest-level spells other casters of your level can cast, for strong self-buffs that will last a whole combat or longer, or battlefield control that doesn't require a save or spell attack. Use Spell Parry/Capture Spell. Use your focus spells (Runic Impression and Hasted Assault seem especially good).