I basically had your exact team in my 1st game (tactician) except i used a hybrid ranger/ice mage for my 2nd mage. My summoner was my fire mage. And my main mage was water, air.

Here is what i learned. This game is easier when all your characters deal similar damage and as far I remember, there is nothing immune to physical damage nor was there anything immune to all elemental damage. That said, some things can be immune to one, two or three elemental types.

So if you want to min/max here is the absolute most broken team you can make:

1. Summoner 10 + Anything
2. Summoner 10 + Anything
3. Summoner 10 + Anything
4. Summoner 10 + Anything

Why? Because summoner infernal is basically another character on the field with their own AP per turn and the infernal can do any damage type and you get 4 of them! On top of that, summoner does not need INT! So you can easily have a full power summoned infernal while your character is actually a warrior, ranger or rogue. Last, the level 10 infernal is a real beast. He has good defenses once fully buffed, great spells and disables, heals, teleports and nukes. With 4 infernals, its like having 8 characters with a total of 32 AP per round without haste! And they are awesome at positioning since you can plop them down anywhere and they make great blockers!

Once you have level 10 summon, you can do anything with the last 10 levels. You can make all your characters rangers with max finesse and absolutely decimate everything from range in round 2. Or you can make them all tanky by giving them a shield and 1h weapon and then pump str/con to bring up their damage/hps. If you make them tanky, they will be ignored by the AI because they like to target the weaker stuff 1st, which in this case, would be the 4 infernals. You can make them all undead and have them play dead for most of the fight and by the time the play dead is expired, they are almost ready to summon another infernal if the current one is almost dead (lol).


Last edited by Marc54; 06/10/17 09:19 AM.