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1) Maximize your dps by putting points in your main weapon/element and the corresponding trait. Avoid shields with warriors, the dps loss is hurting the whole group and you should have healers to get them back up if need be.
2) Make everyone survivable. Get your melee blocks with Expert Dual Wield and Two-Handed, and get a point of armor for everyone who can, especially mages.
3) Pick up some side elements at Expert for your mages. The status-healing effects are very useful and do not care about your magic level.
If you do not know the game well enough, take a Freemage to open secret doors with Dark Magic. There are ways around it, but you need to know where to find them.
The key to this game, IMHO, is the fact that you cannot develop everything the character is capable of learning. That is a huge departure from earlier Might and Magic games, but it is not horrible in the sense that it merely requires intelligent strategic development of your characters and not just strategy as you use them.
Focusing your development is wise. Your characters, in a very real sense, will be defined by what you become Grandmaster in. It is especially in your offensive skills that this is important, whereas some sort of defense will make the amount of damage your character takes manageable.
With Magic the higher level spells are powerful, like in the fire, air and water realms. There are spells that do huge amounts of damage, sometimes over several rounds and spells that will damage not just the enemies in front of you but other rows of enemies behind them. The cost of mana potions is riduculously high at the Warrior difficulty so I would recommend Adventurer difficulty for a first go at a magic leaning party. For a magic party wearing armor is not really a thing, but there are spells that provide a magic shield to absorb all damage in the Light realm and spells that heal in the Earth and Light realms. Experiment with them.
For a range party orientation, there are characters whose range attacks penetrate to multiple ranks and do huge amounts of damage.
For melee, Traul makes some good points. Focus is key... you need to make what your character is good at better. To do this through the game pay attention to what they can become Grandmaster in and focus a lot of your points. Not every class allows Grandmaster level in what needs to be your main skill. Such cases are tricky as Traul indicated.
Some supplimentary skills are good, but if you spread out too much your character may be too weak to take on the next level of enemies. The game is designed with a fixed amount of experience in each area so you will always be at about the same level if you finish everything as you go. If you spent your skill points unwisely, you can run into a situation where all of the enemies you were able to handle are dead and you cannot progress until you win fights you are too weak to handle.
In that situation it will probably not matter how many times you reload and try the battle again, because the enemies as you continue into new areas do not get any easier. If you find yourself in that situation just start over and focus your ponts on becoming good at what your character does.
I never read a guide or while playing it the first time. Was able to beat the game, no issue.
Crusader/ranger/fire runemage/ and a barbarian. human dwarf elf orc.
I am sure that is not an optimal party. I remember the ranger being my weakest char.
The ranger is an incredible character and considered by some the best character. They key is to develop their ranged ability, up to the grandmaster level, so arrows strike multiple targets including those behind other targets.
That is what makes the Ranger an awesome damage dealer and, in general, the game requires focus so key grandmaster (or occasionally master) abilities are focused on and obtained. There are not enough skill points in the game to develop all of the character's abilities. There are even less than half what is needed, in many cases. The necessity and key is to decide upon the most important abilities for each character and focus on obtaining those. This usually means focusing on obtaining master and grandmaster level in key skills.
There are roughly 108 skill points in the entire game in addition to what each character starts with. Also, if you are not at least expert and then master in key skills at certain points the foes will be too difficult to continue. This limit to how much of the character's potential can be developed is a unique feature of this game unlike any of the preceeding Might and Magic games.
This is honestly why I've started and put down the game several times. They really made a mistake here, in my opinion. If you don't know what "key skills" to use, you're in for a frustrating time.
I found a lot of luck with - I'll just say it - cheating. I cheated myself about three levels' worth of skill points when I hit a wall this latest time. That gave me enough points to perform necessary fixes to my characters; I could try Air Magic without feeling like I just wasted 10 hours. I removed points from Axe and focused on Sword. I experted 2H and Mace while decreasing Bow and Dodge. It really helped free me from the minmax requirement and lets me play around with builds I find more fun.
It's not a common response, I'll grant you, but it's what worked well for me. Knowing I can try different builds for my characters lets me try silly things like having a dodgemage :)
What key skills are we talking about?
Burning Determination? Liquid Membrane? Stone skin? Radiant weapon?
I would really hate to have to restart because I messed something up and find out 10 hours from now
Yeah you should get Burning Determination if possible, there are some monsters that can pretrify your characters, but you can also buy scrolls that let you use the skill if you don't have it yet.
It would be good for you to have at least one healer, i have 2 in my party in case one of them dies, but i also carry scroll of ressurection just to be extra safe..
The healing spells i use the most is Regeneration (earth), my mage have a very high Magic so the skill heals like 80 per turn, even if she gets knocked out the spell will heal her back.
And the support skill i always use when fighting monsters that can one shot me is Celestial Armor. This spell will absolb some of the damage (168 in my case) and will only damage your character after the total damage was reached or the spell ran out of time.
I can hold my own just fine with those 2 spells, the ones that prevent negative stats i could just buy it on shop in one of the cities (if it is available), but i already have all the burning determination in my dwarf.
If you want to read more on the classes, check out this guide, it will tell you everything you need to know about the classes and each element of the magic spells and what they do.
https://gamefaqs.gamespot.com/pc/708378-might-and-magic-x-legacy/faqs/72956