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Anyway, yes, it's possible to recruit and customize a mage companion who starts with air and water magic OR take a henchman later on. They can't benefit from character traits like your MCs do and there are some restrictions (it's impossible to respec henchmen and the same goes for said mage companion; other companions always respec to their starting stats), however you're not missing out at all. You still control them, choose what abilities they take and so on.
So you'll do just fine if you play what you like.
A standard party build will be 2 ranged + 2 mele, at least one mage (cmon, it's an RPG, you always need a mage), one tank (ditto), the rest up to you.
On the highest difficulty though, your mage would be casting buff/debuff 80% of the time, none of your character could really "tank" so I strongly recommend NOT having a classic one handed + shield guy, as he or she is not going to do anything to anyone.
My first playthrough on the original version was with an one handed + shield tank (regret), a two handed secondary tank, a pyro + oil mage (filthy casual cheese) and an archer. Now I'm switching the shield guy with a two handed rogue, and stop using oil cheese all together. So far so good.
If you don't like mages, go with a tank and an archer. Archers can be really powerful BUT they need a lot of special arrows, and thos cost a lot of money at the begining of the game. investing in crafting to craft your own arrows is a good idea.
If you make a warrior tank, invest in SPEED or else he won't have enough action point to play more than once per turn, and it's really annoying. Dual classing warrior/geomancer mage can be good to use some nice spells ( there is a rock armor I think ), or warrior/aerothurge is a nice idea too, some lighting spells can be really useful in close combat.
I don't recommend playing without at least two mages, one healer/buff/debuff/crowd control and one damage dealer. Blinding, stunning or knocking down your ennemies will save your life more than once.
As for the rogues, it's generally my favorite class, by here I don't like them :
- not resistant enough, needs constant healing, get targeted by ennemies first
- they need to be in the back on an ennemy to be efficient, which means that they usualy end up in the AOE of mages/rangers, or in oil/fire/poison zones
- any other character can pick pockets or pick locks and disarm traps, a ranger with high perception will do the trick just fine to detect traps and stuff
Sure they do a lot of damage WHEN they land a crit, but it doesn't outweight the cons imo.