I usually like to explore / compare different options for playing an RPG. In D: OS, I spent some time in the first few hours of Cyseal, as well as some time playing user created modules (Underseige).

Based on the user created mods, I have been able to understand the underlying skills more than the actual enemies in DOS (since I havent played it too much it)

I am curently thinking of the following party compositions:

1.
Witchcraft + Geomancy (Summon Spider)
Hydrosophist + Geomancy (Summon Spider)
Madora
Jahan
(I have the Reworked Madora + Jahan mod which gives Jahan Aerothure and Pyromancy).

This gives me two summons to start off, and seems OP.

Will this combo work mid to late game?
Are there other summons, or do summons taper off?

2.
A party composition similar to above, but with a greater focus on crowd-control spells to compensate on NO summons.

Will this work?

3.
A party with a single Witch (for the buffs, debuffs and crowd control), two fighters and a rogue.
This seems the most difficult to play, more for the roleplay than the ease.
Perhaps, I might need to lower the difficulty level with this.
Or, I might need the other members to also have a few points in Witchcraft.

Note: The basic point in the above party is to minimise use of magic (which seems the most powerful element). Other viable builds that minimise magic would be much appreciated.

Looking forward to your inputs.

Also, what kind of build is better late game compared to early game.