* Glass Cannon skill: I made Sebille a Glass Cannon Archer specialist. Unfortunately she was disabled "stunned, frozen, etc" throughout most battles. ...She did very good damage when she could attack. 😄
Glass Cannon is definitely a risky pick. My experience with it is that whoever has Glass Cannon needs to have a high amount of wits, in order to avoid getting stunned right off the bat. Levitate to avoid surface effects is handy too.
Source spells didn't seem very worthwhile. ...there weren't many opportunities to collect source. Or maybe I didn't play with Source Vampirism enough.
Source: Vampirism only works on other Sourcerors I believe, and I don't think it works on people who have Source Collars (though I haven't tested that extensively). Unfortunately there's not a lot of Source Points in Act 1, and they don't seem to stack past a single point anymore. I haven't actually even used a source spell yet. I tend to save up limited things like that for an emergency, and then just never remember to use it.
Wits seemed like one of the most important attributes because attacking first was a huge advantage.
Wits is indeed very powerful. I tend to always put a point into wits, and a point into that character's main stat (when I have extra. I usually try and save a point for memory). I also try and configure my party's turn order by wits, though this can be somewhat remedied with delaying your turn (the button next to flee).
My wits/initiative order: Healer/Buffer has the highest wits to obviously buff or heal people asap, Mage/Summoner next to either summon minions or set up surfaces, followed by the damage dealer classes. If I have somebody with the Executioner talent, I try and make them go last in my party, so they can hopefully get that last hit.
Never increased Constitution
Same here. The small percentage increase to max health doesn't seem too appealing for the limited amount of levels we have in the first act.
With that said, I have made a build where increasing Constitution was pretty viable - Shackles of Pain + Zombie + hurting yourself with healing, where more health = more damage.
The "flee battle" was not useful; I fled from the respawning necromancers to find myself teleported all the way under fort Joy.
Flee battle actually teleports you back to the last waypoint used. So if you used the waypoint under Fort Joy last, that's where you'll go.
Hope this feedback is helpful.
Thanks for the feedback!