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You can play with up to 4 party members, but only your 2 main chars have the ability to trade talents for ability points. So if you are planning on having a caster in your party, you should let one of your main chars do that job, since there are only few good talents for casters.
Playthrough 1: Warrior + Mage (+Mage and Archer)
Playthrough 2: Archer with access to basic spells + Mage (no companions)
If you want OP characters, pick up geomancer (I think) for summon spider and possibly midnight oil. I'm level 15 and, since the spells/summons level up with your character, the spider summons is still OP IMO (and has been all game, not for the damage it does as much as how most enemies will focus on the spider instead of my party). Bless is good if you have melee or ranged characters with less than 100% chance to hit. (It's wasted in an all mage party because mages have 100% chance to hit with their spells or Staff of Magus ability, which is what you use when you "fire" a spell with your wand.)
Witchcraft is good for Oath of Desecration. It increases damage, doesn't take much AP and lasts three turns. The main disadvantage is that it has a long cooldown (10 turns). Witchcraft also has blind as a low level spell, which is good for taking archers/mages/bosses out of the picture for a few turns.
Pyro is good for the flare and (later) haste spells.
Air is good for teleport and blitz bolt (stun). (It also has invisibility later as well as "make invisible" which you can use on other members of your party.) Teleport is a very good spell that you can use to "relocate" difficult enemies, either by moving them farther from you or to your melee/rogue so they can attack them (or just isolating them). But it also does a lot of damage to the enemy when it lands. Sometimes you can even land the teleported enemy on another enemy, which injures both of them. You can also teleport objects in the environment (e.g., oil drum or, if you really want to be cheesy, crates inside crates inside crates; the outer one breaks when it lands and creates environmental obstacles that can make the AI just stand there because all the crates are in the way) or drop the enemy on a pool of poison or fire. Later you can pick up featherfall, which lets you teleport things/party members without damaging them.
Rain and minor heal are good spells from the water school. You can use rain to weaken fire enemies, to put out fires, and to create puddles that you can freeze (with air spells), electrify, or turn into steam (making it difficult to see). Jahan (one of the two companions in the game at this time) has air and water, including rain, blitz bolt, freeze, and minor heal if you're planning to use the companions. I think he also has teleport.
A big advantage for mages is that they have a 100% chance to hit enemies, even on hard. They can also use staves which can be useful if you need to use an element that your mages don't have access to. E.g., a mage without any pyromancy skills can still set oil puddles on fire or explode poison by using a fire staff. (Archers may have even more versatility with their arrows because they can use them to charm, create smoke clouds directly, set things on fire, poison enemies, etc. OTOH you have to keep finding/buying/making arrows, whereas if you're only using your fire staff to set oil puddles on fire, you can use a level three fire staff the whole game, not that I'd recommend doing that.)
I really like mages but I think D:OS is probably a lot more fun if at least one of your main characters has a less OP build.
For my second playthrough (I haven't done the finale because my husband is home on vacation and I don't want to spoil the game for him, so I started another game) I picked Wayfarer and Shadowblade, but modified both of their skills, talents, and abilities. I picked the classes based on primary stats and modified pretty much everything else.
The Wayfarer has expert marksman, scoundrel and water magic for the minor heal. She has the shadow walking skill to go invisible and reposition herself or deal with game situations which benefit from stealth. (While I appreciate what they did with vision cones and such in stealth, it's usually really difficult for me to see well when my character is sneaking, so I'd rather use invisibility and see my game).
The Shadowblade character has scoundrel, witchcraft, and air magic. She will focus on her dagger abilities and has teleport for crowd control situations. She has the leech ability and the witchcraft spell Bloodletting to assist with that.
I am already having an amazing good time with my second playthrough :D
For the second, I'd go with a modified Wizard. They start with a fire staff (good for igniting things). Put a point in all 5 of the magic schools, and you start with a mage capable of memorizing 15 different spells. Excellent for versatility in combat.
Wayfarer -- very flexible-- mine was a support (until better ranged abilities) hedge mage -- mostly geomancer (with spider, oil, summons as well as rain, scoundrel charm (short range) and Ranger/Wayfarer charm (long) - posion, heal disease, barrage, charm arrows, invisibility etc.) and Battlemage here --- mostly, Man-at-Arms/ mid-level Pyro branching later game into what was needed -- a 2nd teleport, a couple witchcraft spells and so on.
All except Madora eventually had a summons and heal if needed. -- She had a heal but all fighter skills.
I really took the overkill path not knowing what to expect from the game, not that there weren't plenty of challanges.I rarely had deaths though and the setup would be too easy now.
Wayfarer gets free Pet Talk too which is an important ability. Leech is another that many adore.
Battlemage is great -- though it's probably better to focus on Strength/Int for the gear (about 2-3:1) and use lower level spells until you get access/money to buy points in intelligence and have enough AP for higher level ones. Most the lower-mid range spells seem the best per AP.
Having this hybrid tank (or a tank) is nice with Madora (companion) being pure 2-H fighter.
You can go so many ways but the game will be easier if you cover your elemental and physical offense (be it magic, weapons, arrows, scrolls etc.) and have backups on heals, rain, summons, helping hand etc. It's overkill to a degree but it covers most any situation.
You can always swap abilities if it is too easy/cheesy, up the difficulty, drop companions ---respec (kind of a pain unless you have the skillbooks saved/bought/made) or pick more challenging builds on replay. It's better than a tedious, overly difficult first playthrough -- if you find it as such.
Went Cleric/Rogue in Alpha, didn't have much fun with it but the game has changed a lot.
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Bottom line it is more about how you build the character then the class it starts as (though some have a slightly better start - no wasted Talents, primary stats etc.), picking good abiliies and talents -- and using attribute points wisely.
Then synergize strengths/weakness. And whatever you do, focus on Action Points (APs) -- get that initiative up. :)
Also put points in telekinesis early on your Strength character.
Now I have more experience I'm quite sure priest and witch was a very cool choice, I could have turn one character to ranger + mage and another to rogue plus mage, I even suspect Madora could be a STR Rogue using stealth and two handed and Jahan turned to be a sort of Wayfarer. This letting many choices to my main characters.
All a "class" is is your starting abilities and weapons (you can also completely customize your start, making "class" further meaningless). It has no effect beyond character creation.
Everything past then is completely reliant on where you put your points. So a "wizard" with a 9 intelligence would be pretty good at fireball, but there would be no difference from a "knight" with 9 intelligence and fireball. Once your character is created, any character can do anything by putting points into it, the "class" is just where you start out.
So while it's smart to pick a "class" that aligns with where you want to end up just to give you a head start towards it, you're not limited at all, and the "power" of a class only matters for about 4 levels, as thats how long you'll be relying purely on what you started with.