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Use huntsman to open combat with bows, poly is mostly for chameleon to give some breathing room when switching to daggers and to make certain abilities hit harder from stealth, and then scoundrel abilities all the way. You are using warfare as a skill to just buff your physical damage with bows and daggers since investing in dual wielding and ranged would take double the points.
Thanks for the input! Switching weapons during battle seems like it would be pretty annoying but it may very well be the best option
Gear gets split up according to need and the 2nd fills in the gaps the typical lughead has.
Ok, Rogues with updated way Lone Wolf works kind of lose on higher levels. That being said - A PAIR of lone-wolf rogues would work very, very well.
With Lone Wolf you CAN build a viable hybrid int/str warfare/necro without gimping yourself (you are now capped at 40 for stats, no matter if you have Lone Wolf or not) so you can spread those points much more.
That said - pure int-based necro becomes stupidly powerful only mid-late game and is basically a one-trick pony (though the trick itself is bloody good - pun intended).
So, let's assume that your main would be a fighter with warfare/poly/necro - max str and later int.
Your second pick should probably be an archer, maybe a summoner. Summon/archer mix should also work decently well without gimping you.
With this kind of setup you could use your fighter/necro for hard CC and area of effect damage, while archer would sit there picking off wounded foes or softening super tough targets. On top of that - archers have ton of utility, in case you ever need some additional magic damage on top of a mighty physical punch.
If one character is strength-centric, Polymorph has a handful of sources of magic damage/cc.
If one character is finesse-centric, they have consumable magical arrows if they're a ranger, and a handful of spells in Scoundrel (though iirc they deal magic armour damage).
If one character is intelligence-centric then, pretty obviously, they can put points in Necromancy and any magic school(s) of your choice. There's also the fact stuff like Teleport deals physical damage.
That's also not accounting for the fact your characters will likely be more jack-of-all-trades-ey than those in a party of 4. Likely both having/wanting at least 1 (doubled) point in stuff like Geomancy and Hydrosophist for Armourand Vitality restoration, Huntsman and Scoundrel for mobility skills and the likes of Adrenaline, Aerotheurge for teleports and manipulation, maybe Pyrokinetic for status clearing/buffs like Peace of Mind or Haste. So they'll likely have access to a lot of crafted/hybrid skills.
Mixing works perfectly fine in 4 man party, but with lone wolf it may be trickier simply because of being starved on action points. It should still work with careful planning, especially given the fact that hybrid builds are more viable with revised Lone-Wolf perk (you are capped at 40 for stats, so you will have spare points anyway, unless you want to go full on crit).