Playing on classic (with no early release experience) I purposely split my party to more conventional RPG roles because I found playing D:OS EE that doing the "best" builds (aka all physical or all magic in this game) just made the game boring.

1. Tank: Warfare / 1 Hand + Shield / Poly
2. Air/Water Mage (staff): Aero/Hydro + minor Necro (I barely use the spells, it was more for a learning experience)
3. Fire/Earth Mage (wands): Pyro/Earth + minor Hydro for only 2-3 support spells, generally not needed on classic
4. Rogue: Scoundrel / DW / Poly

So far, at 19 and just having finished the Nameless Isle I can say the game still isn't really challenging unless you are fighting things above your level, or a few bosses at your level. At this point I'm 2-3 levels above what I'm fighting and it's unfortunately a joke.

Sorry for getting off topic, the point I wanted to make:
- 1h / Shield is fine at least on Classic. Find a shield with 10% blocking. It seems sort of random which ones have this. Maybe 2h is much better, but if you like the flavor of 1h/shield it's perfectly alright.
- If I were in your shoes, I would probably make the 4th character a utility mage that doesn't do magic damage. Spread them across any schools you like and just take abilities that buff/heal, that don't rely on breaking magic armor (like oil) or other utility effects teleport, netherswap, whatever. You're physical toons will do the damage and this character can support them. Or use the various spells that do reduce physical armor (necro has several).

Last edited by Nezix; 30/09/17 03:42 AM.