This seems interesting. Made one of my characters like this but not sure how to grow them from here. Just more Scoundrel ranks and skills or dabble in magic instead? Hydromancy doesn't seem to be the best use of magic skills.
You probably want some Aeromancer as well for the ease of crowd control. Teleport, Chill wind is really overpowered. Hydromancer gains access to Freezing Touch, Rain if you can afford the books. They're all one skill point tier spells.
The advantage of wand attacks are 100% to hit chances. No armor consideration, only elemental resistance. And capable of elemental effect triggers. Hydro casts Rain, causing puddle and Wet effect. Wet reduces Air Resistance = More Air Wand damage and chance to stun on hit.
People that get close to you gets hit by Chill Wind (2 AP), Freezing Touch (3 AP), all these fail? Teleport (7 AP) drop them back to their start.
Scoundrel 1 Skill point - Hide in Shadow, Fast Track, wait till level 3, Adrenaline. Done. 8 DEX is all you need. Done.
It's pretty disgusting when you consider how many crowd control options and AP you have at that point. Let's recap the options you get at level 3:
- Dual Air Wands that can stun. Or perhaps Fire wand to detonate a cloud of gas?
- Hide in Shadow / Fast Track combo to avoid aggro at the start of combat and reserve AP for 2nd round. Adrenaline that recovers 50% AP immediately for emergencies.
- Chill Wind to freeze from 15 metre at 2 AP
- Teleport to drop enemy away from you when they get too close at 7 AP
- Shocking Touch to stun at close range for 3 AP
- Freezing Touch to freeze at close range for 3 AP
- Rain to lower Air Resistance and trigger electric stun pool. Wonderful opener.
- Healing to self heal during and after combat.
If you really can't build a 'workable' build from then on, then maybe you need to narrow down the role of this build. I call it the high AP wizard, capable of unloading crucial crowd control and dishing out effective damage at range with no regards to cooldowns. The higher your INT, the more likely you will land freeze/stun with spells and the more damage wands do. So it's perfect. The Wizard has constant source of damage while having cheap AP CC to spam at the start of fight to even the odds.