Providence is vastly more useful than anything else you can get from an Escort. It's a free Wild Infusion that doesn't take a slot, cures any three things, and also heals you a bit. (Though it does take an action to use.)
Either Chant of Fortress or Chant of Fortitude (only one, you can't use both) is a good addition to anyone
especially if you use Magic.
Premonition is a great addition to anyone who doesn't use Mana heavily, especially if you use Magic but not Mana. (Alchemists work, too, since they use so little mana.)
Unless you're totally sure you want to spend the points, go for individual talents bonuses and not entire categories. Some entire categories are worth it, but they're much more situational.
The ability to imbue gems is very nice; even one point of it is worth +1 to all stats. Unlocking the tree is a decent deal if you have a cat point and generics to spare, but usually I could find better things to do with that.
A +2 bonus to a stat you use is always nice, if you're not sure what else to get.
Alchemists can teach talents to their golem by controlling them when the escort. It's almost impossible to give them cat points (you can theoretically do it, but it's better to use that on yourself), so just go for talents. Disarm is particularly nice for a golem. I'm not sure they're smart enough to use Providence correctly, and it's unlikely they'll have enough Magic to get any meaningful healing out of it, unfortunately. Teaching them Premonition or Chant of Fortress to help their defenses could also be nice, though again, unless you boost their Magic the benefits will be low, and they lack the stat points to do much with it.
shooth wrote:Got staff tree with a current mage... Certainly not yet been worth the cat point and 8 generics I sunk into it for staff beam...
Staff combat is actually surprisingly bad for mages. Here's why:
One of its big advantages is that it passes through friendlies, which mages don't care about.
As a mage, you can very easily get enough spells to always have one ready. This makes the other advantage of staff combat (the fact that it recovers instantly) unimportant, too.
It has a low mana cost, which is a bit nice, but it's not that much cheaper than your starter spells, and the damage is generally lower, with no special effects -- plus, you're going to want a lot of mana anyway for your other spells.
It's great for Alchemists, because they have little else to do while their bomb is cooling down, because they generally have no use for will and no desire for lots of mana, and because it can be shot through their golem, but it doesn't fit mages nearly as well as it seems.