You can change from Classic to Tactician at any time in the campaign (but you cannot change back from Tactician) and you can respecc the whole party at any time after Act 1, so relax.

A pure damage group has some advantages (one of the two armors is down sooner by focus fire) but also disadvantages (you cannot act against the lesser armor by choice). I have a pure physical group and it is ok, but in many fights I did not find it wise to focus on only one enemy at a time but fought two or even more, due to positioning or availability of skills. A mixed group with 2 physical and 2 magical chars would have been of advantage sometimes. If you see for example a mob with 1200 physical and 200 magical armor, you regret some choices a bit. But I never liked mages in any games, so I play only physical damage chars in release.

To your group: I would get rid of the Fighter/tank and add a mage or I would get rid of one of the mages and add a second physical damage dealer. The first alternative seems to be easier. I would add a Hydrosophist/Geomancer/Polymorph/(Necromancy) char.

Mages are not squishy in this game. They can wear any armor (with some points in the attributes, with lvl 19 heavy armor you only need 14 strength for example) and they can use shields with ease. My summoner with shield has a lot more armor than my twohanded warrior.

Tanking in the game is not such a great idea, at least on Tactician. I respecced my onehanded/shield warrior to a rogue after changing to Tactician, because the enemy damage is high and a onehanded warrior deals very little damage while being able to eat only a certain amount of damage.

If you like a tank/support, it should be with Hydrosophist and Geomancer and Polymorph and perhaps Necromancy; the first gives good healing skills, the first two increase armor renewal skills a lot (very important), the last can heal big chunks of vitality. Necro deals mainly physical damage, so it is not for the damage you take it in a magical damage group. Polymorph is great for a group with magical damage because of Medusa Head.

As said, currently (lvl 20) I don't have a tank in my group. My Summoner is also the support char. She (Lohse) has points in Hydro and Geo. I find this much better than Aero. All my chars have some cheap support and healing skills in addition.

The two mages are very straight and will offer good CC and good damage. For your Summoner you could think of Hydro and or/Necro. The summons from Necro benefit from points in Summoning to an absurd level.

Last edited by geala; 05/10/17 08:25 AM.