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Not that any of those roles are strickly needed to finish the game, but just in case you don't want to feel 'redundant.'
And due to game limitations your character will always be 'the face,' so built them accordingly if you want as many diplomacy options as possible.
...You know, he completly slipped my mind.
In my defence, I almost always play a rigger/decker combo myself, so he tends to sit on the bench for the whole game.
Never tried it with a mage-mage, but I had a physical adapt with 'unarmed' weapons, a cyber-jack for rigging and the poison spit thing once.
Holey, moley, talk about a late-game bloomer that one. Things just started melting after a while, and it didn't even eat that badly into the cooldowns.
Was quite the bother juggling AP on, though, and near needed Haste support to actually function. I'll grant the build that rather large con.
Ah, ok. Then no worries.
Is it possible to get more than 6 spell slots? I am on my last mission in the first game, and I have 6 spell slots on my Physical Adept with 9 Will.