Got a few manual saves along the road, not big on making videos but if you name an encounter I can probably get to it within an hour and record it.
General early strategy is first round oilfire on mages to cut los, dual oath whoever and grenade/arrow as neccessary, round 2 start the murder.
A bit later icewall and smokescreen become available, icewall is especially ridiculous(blocks LoS and projectiles/pathing, can't be destroyed, freezes and creates ice surface if you drop it on them, looks cool as fk).
After master spells I was starting to rush, either earthquake(so fun visuals :))/rightclick or hail/meteor/storm/rain of arrows/murder.
Against organics: dual rain/teleport the missing ones into the puddles, archer lights it up with air on bow, apply poisoncloud/nailbomb and just space/reshock until they keel over. Not very efficient but the orc fights were so much fun

I'm a minmaxer at heart so I'll admit party is kinda out of whack:
- everyone is ~22 mainstat(that's needed for max damage on int/dex abilities, the 150% chance on battering ram isn't really that good but wanted to get it), rest is dumped into speed and con to hold starting ap(no glass cannon). As a result recovery ap is 12-14 on everyone with a max of 14-16.
- mages have ridiculous initiative(lore/hydro/geo opener hovering around 30-35), only lost the first round to the wolves south of cysael, to Mangoth because both leaders got stuck behind the wall at the start and some events that I'd guess are scripted(the highest initiative I've seen on an enemy is 31)
- setup is 2hander switched to dualwield warrior protagonist with 1 aero 1 scoundrel 1(2 with trait) leadership, bow ranger protagonist with 1 scoundrel 4(6) leadership, 2 custom henchman mages with 5hydro/5loremaster/4geo/1pyro/1aero/1witch and 5pyro/5aero/2witch/1geo/1hydro. Had some extra points so first mage got 5 geo(only good master is earthquake) and second 4 witch in the very end. Extra points all go into 2 armor(3 on warrior) and BB/will favoring bb. Everyone has bb on belt, the plan was to get 4 good stun immunity rings but they are rare as hell. Warrior is 6bb/6will, 100% all resist except tenebrium, armor hovers around 70% mitigation so can be brought up to 95+ with defensive/fortification/potion if needed(every 10 points above a level treshold give +5%).
If I accidentally get int on warrior/ranger gear the one holding it gets 1 witchcraft with oath.
If I was going for efficiency on a second playthrough I'd probably get 1 aero on ranger and 1 hydro on everyone, too. Teleport/wind of change are very good and regen can't fail/rain is cheap enough for 70% with 5 int. Would pump speed much sooner as first I didn't know that base proc chances are capped at 150%(earthquake 300%). Also, maybe zombie instead of shrug it off/leech since poison was a pain in the ass and resists are on belt/sarong/jewelry, used mass heal in fights less than 3 times total anyway.