I was excited about Earthquake CC, until I realized it's resisted by Physical Armor...seriously?

I also noticed one flaw with my dodge build, and that's that magic enemies gang up big time on my Leadership character, because everyone else is wearing robes and thus have significantly higher magic armor. I think what I will need to do is put him in Finesse armor only, and with a masterful rune in his necklace that should hopefully do the trick.

The other problem is that all the friendly fire damage hits the leadership character much harder.

Granted, this was mainly a problem because I was fighting enemies 2 levels above me, but technically that's the point of this build - to be able to survive in the hardest of fights.

What I think I might try next, is going air. A couple of my characters have stun immunity on items, and I could probably find a couple more. Then I could take advantage of Elemental Affinity by casting an electric spell on water or blood (Rain or Flesh Sacrifice). I know electric discharge can be ground targeted. Yeah, it's an extra AP to set up than other elements, but only 1 character needs to set it up to benefit the others.

As a secondary element, I could go Hydrosophist. Then I'd have stun + freeze + petrify which is a good amount of CC. I would also have Cryogenic Stasis to keep my leadership character alive in tight spots (I tested it, and Leadership aura still applies.). The problem with Hydrosophist is the damage is fairly lacking, and there aren't many spells, so I may run out of things to cast.

Maybe air + geo would be a good combo, because I could turn the electrified pool into poison. But ultimately, I'd probably prefer to lead with Geo spells, since I could stun them with air spells once magic armor is gone.

Eventually I plan to make my Leadership character a summoner, since that would go well with his high Con build. But probably not until I can make Champion incarnates, which is probably not a reasonable expectation until level 15+ or so (With the help of +summoning items).