Which is just what I said!
Although obviously having Locus do the same thing it does now in addition to a charging mechanic for Arcanopulse is a little redundant.
The key point is to use reward based combos rather than requirement based combos.
You don't want to force the player by requirement to perform a combo for any effect whatsoever-- abilities should have some effectiveness on their own.
Rather, you should reward skilled combos with additional effects.
So Brand's combo system is excellent. None of his spells are particularly bad when used alone, and they get even better when used together.
Edit: Remember as well it may not be as beneficial to focus on deliberately or artificially added "weaknesses"-- rather it is usually more helpful to examine what tools you are giving to empower the player, while maintaining game balance. And perhaps providing a "niche", rather than designing it as "weakness".
So, basically, I'm saying, you're using language that speaks like a person with experience, but without the experience to back it up. Would you mind explaining the gap here? If you're a student, this would make sense, but my blind read wouldn't explain much more.
Mind clarifying who you are to sate my curiosity?