My Knight is always Lone-wolfed and glass cannoned ( why wouldnt you glass cannon your fighter they have the most vitality anyway so nothing to lose?) and has the highest initiative of the party, he usually starts and ends the fight before anyone else can do a whole lot, under best case circumstances he will be hasted, oath of desecration in effect and using a battering ram move to get into the melee and a whirlwind/dust devil to kill multiple enemies, honestly most fights dont last 3 rounds, a lot dont even last one round, sometimes my second character gets to do nothing but do her nails.

Joram I have never used an immunity spell or a shield spell, anything that doesnt harm the enemy is helping them, wasting action points and attack opportunities is what helps the enemy, evertime I see an enemy move and/or heal instead of shoot, strike or cast a spell I am relieved!

This playthorugh I am doing 2 lone-wolf glass cannon fighter mages, one with 2-handed sword and one sword and shield, since both party members are quite often in close proximity to enemies I have been using touch range spells with the last few action points left in any turn, this really is working pretty good, putting a frozen touch or a shocking touch on still standing enemies at the end of a round after killing as many enemies as possible with melee weapons and fighter skill moves works well. I really was not a fan of the touch range spells but they definatley have a niche in melee's, with a 5 or 7 meter reach they can outrange any melee hand-arm and stun or frozen shuts an enemy down for a bit until you can kill em.