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So essentially you build it into a specialty toon as you go. In that sense there are really 4 options: Offensive melee, a defensive tank, mage, or archer.
Mage excels at crowd control and area damage, With a good offensive mage it covers tanking as well as finishing off the greatest threat as soon as possible. Defensive tank (Using a shield) tanks a bit longer to develop. Archer will do much of what offensive melee does but at a safe distance for the most part. After level 15 the archer (ranged) will get skills that are similar to a mage in that they do mega AOE damage.
If you pick lone wolf from the start, thay charactor can't have a companion but they get enough bonus points in AP and attributes that they can eventually be a hybrid with no problem.
For you 2 main toons mage/two handed melee are very strong. Archer/two handed melee are equaling strong. Then with your helpers you could add anything really as long as you have 2 strong mains. Your helpers (the charactors you pick up later) are the ones that you might add crafting points to since those don't help your offense any on your mains. You only need 1 crafter/blacksmither if you decide to craft or blacksmith eventually.
The reason I prefer two handed melee is they about the same damage as a dual wielder with a good sword (except for very late in game when very nice crafter 1 handers are available.) Plus they hit more often than a dual wielder with the same dexterity. Two handed fighters have greater reach and don't have to be standing in the pool of poison or fire that the target is in order to hit it. With 'attack of opportunity' it gets to use that more often because of is further reach than a one hander. Plus the critical hits is what really finishes off monsters.
The rogue is nerfed since the original game and since it uses pierce and early on most enemies have tons of pierce resistance, it is tough to start out with on the 1st map.
For mages the best synergies is ice/air or pyro/geo. Starting with air in map 1 you have to be careful not to stun your own toons. Anything standing in water will get stunned by electrical.
1st TOON recommendation: going ice/air for the focus on a mage. I'd customize the mage to start with 1 point in air, 1 in ice(water) and 1 in geo. While you want to pump 4 or 5 points into air/ice, its always good to get just 1 point into the other magic. For skills get the hydro heal skill, the spider, and another of your choice from geo or air. The spider is sort of a crutch while you learn the games synergies. It acts as a tank until you get your melee toon sorted out. It scales as you level and is good the entire game really.
For talents: Far out man
Attribute points 7 in int, 6 in perception, 5 in all others
2nd TOON: two handed melee. Check the town merchants as soon as you get there and buy the best two hander you can find. Keep updating the sword about every 2 levels.
For talents: Bully and Opportunist
Attribute points 7 in str, 6 in dex, 5 in all others