The double sneaking backstabers sounds interesting.
A little bit before reaching end game I decided to reset my mage and I abused the fact that you can easily go beyond 120% fire resist with high level gear to create a nice set up.
Basically the mage buff with haste/desecration whatever you wish and can implode every turn which reduces also fire spells cost and heal other characters if nearby as well as destroy enemies coming to close combat.
In case of fire resist I picked in geomancer boulder, petrification and the spider (which was so useful for me in early game but is sort of pointless now).
I run some water as well for the heals and I have some percing ice shard on a ring for variation and possible freezing. I also have ice wall for freezing but I have not used this one much.
I took some air for the teleports, i do not like the other spells much as the collateral stun effect is annoying and I have not tested if it could be avoidable for the other characters.
I am now thinking that I could raise witchcraft to combo fist with teleport but I am already passed enemy level so there is not much use to try doing more damage now.
Maybe it is possible to start this set up early in game by abusing rubies and fire essences, I do not think someone documented the scaling of fire resistance depending on item level but I guess it goes by 5% rank so granted you can enchant 5 piece of equipment it might be possible to pull it off as soon as the bonus is 10% but that would require additional fire resist with rings/amulets and bonuses on the different item parts. Possibly running man at arms 5 with the element resist skills for the extra 25% which will then means you only need an extra 45% fire resist on your equipment so an average of 5% fire resist on the 9 pieces of armors (including boots that cannot be enchanted).
I would be curious to see videos of crazy min/maxer if there are any.
Maybe another powerful setup will be crazy mages running lightning strike with something in combination for resists. It will still require 22+ int for 1 round cooldown though and 20 for 2 if you would alternate between two spells.