Because of the physical and magical armor in the game there are two ways in my opinion to create a party if you don't like it too harsh: let all do the same damage or make it two+two. There is no dedicated healer in the game, I propose healing abilities on all or most of your chars.
To use cc and to damage health you need to get rid of the armor as fast as possible. It does not make the biggest sense to apply both physical and magical damage to the same target. If you are pure damage, it's straight, if you are two+two apply the according damage to the target with the weaker armor. Melee enemies usually have weak magical armor, mages have weak physical and archers are in between.
I don't like mages, in all of my games, so it was easy and natural for me to go all physical, I did it without a thought. My group in the beginning was cleric (main), twohanded warrior, ranger and summoner. I have the rule to only have the teleport ability on one of my group members (so I never skilled Aerotheurge), with more teleport it gets a lot easier.
You can also go all magical damage, you then are better in aoe damage but weaker in single target damage.
In the first act the path of leveling for me is the most important, not the class and not so much the items. You have to be on par in level with the enemies. And difficulty matters, I propose to start with Classic and go to Tactician only after the 1st act.
To the items/skills: level 4 is a magical number. New skillbooks appear at the vendors. At level 4 was one of the two times in the game that I used pickpocket because the higher skillbooks are really expensive. And you need them.
BTW I never killed a vendor or civilian and had no problems with leveling, there is enough xp around. Don't hesitate to look into a walkthrough if you feel stuck.
Last edited by geala; 14/03/18 08:34 AM.