So you can potentially max thievery on multiple members, as stealing shit is just that good.
Well not really necessary since you only need 1 thievery character, no point in having multiple. Also bartering is way better eventually since you can't steal forever from the same people. I prefer bartering first, then using up your thievery when you see really good items, then back to bartering after you can't steal anymore.
Due to the new armor mechanic, you want your party to be entirely physical or entirely magical.
I completey disagree, you should have both imo, also that is more fun and versatile to me.. Actually, it really doesn't matter. You can do whatever. Having beaten the game and going through it again, I still ended up going with a similar setup as my first game because it was too good and so fun.
My optimal team composition is
Ranger, Rogue, Earth/Fire mage(with some air), Earth/Fire/Air mage. The mage burst is just too strong, and with deathwish you do massive damage to start. You probably don't need to use it every fight, but late A2 and after you can get strong enough to one shot entire teams(take the ally you want to deal the major damage with that fight down to 25% hp, deathwish, resist death, peace of mind, start fight with them going first or second), whether it is on your Rogue going in on a backstab and doing a crippling blow to all enemies after teleporting them close to each other, Ranger doing arrowstorm or whatever it's called and killing everything, Mage doing thunderstorm, meteor shower, Explosive trap+impalement, depending on enemy resistances. It's all viable and awesome to see.
A big thing you need to learn in this game is how to use
deathwish and have
teleport on every character(You don't need to focus on this right away, more like later Act 2 into Act 3 try to have this) so you can group the enemies up and explode them. It makes everything trivial. Also use your massive source skills freely, it's easy to replenish it.
Another thing I recommend is having
Peace of mind on almost every character,
Adrenaline on everyone, tactical retreat on everyone(aim for 2 people with this by Act 2), and glass cannon on 2-4 of them. Taking max actions in a turn pretty much guarantees your win. To avoid getting statused, you just have to learn to prepare better before a fight(or just kill them before they go lol). Don't be afraid to save and restart to do things more tactically.
You'll also probably need fortify and frost armor, healing..etc support stuff.
If you want to see how awesome it is, look up Sin Tee's Honor playthrough on youtube(up to episode 90 right now), and see how ridiculous that comp is. It's so fun. But experiment and find out what you enjoy. The game can be beaten with pretty much anything with the right basics I mentioned.
Necessary/great skills(Most everything you'll get in A1/A2):
- Geo: Impalement, Throw dust(geo+huntsman skillbook), fossil strike, poison dart, poison wave, maybe a couple others as you wish.
- Pyro: Daggers(early game), fireball, explosive trap(combine fire+huntsman book, instant proc'd with aoe so don't have to wait a turn), laser ray(A2), combustion(good for a time in A2), fire whip(good for a time in A2), meteor shower(A2)
- Air: Teleport, I forget the name but the AOE close range one, chain lightning, dazing bolt, thunderstorm(later A2)
-Poly: Spider Legs, Medusa Head, chicken, chameleon cloak, others as you wish.
-Warfare(use on Rogue, some skills scale with finesse too): Crippling blow, whirlwind(low priority), stomp if you want CC, others as you wish.
I'm sure there's some I missed. The rest are pretty straightforward and very open to experimentation.