I am playing through tactician mode with lone wolf ATM. Since the tactician mode's improvement is not to the enemy AI, but to the enemy build (more abilities, +20% health), you are correct that the most efficient (although not necessarily the most fun) way of coping with it is to enhance the build of your party. This means at least some degree of min/max is required, and party synergy becomes even more important.
My characters are 1) hybrid mage/warrior (aiming to build a tank mage) specializing in witchcraft (buff and close combat spells) with some points in other magic schools that grants buff spells (ie earth: fortify) and CC, and ;2) hybrid mage/rogue. The mage/rogue is given +initiative equipment, which combined with haste makes her the perfect person to CC and perform "set up" spells like rain, boulder, and midnight oil, so my mage/warrior can be the damage dealer. Even though none of my character have points in dual wield, my mage/warrior use wands for range attacks and habitually use earth wands to summon solves. Since I am playing lone wolf, I have to rely on summoning for throw away tanks. There is no improvement to enemy AI, which means mobs will habitually go after my spiders, elementals, and wolves. The summons are weak and don't do much damage, but they buy enough time for my mage/rogue to cast CC and "set up" spells, and allow my mage/warrior to clean up.
My battles usually unfold in the follow manner:
- summons
- CC and set up spells
- damage
- rinse and repeat when necessary
Last edited by yupper; 17/11/15 07:47 AM.