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My character was a custom human cleric. Hydrosophist and Necromancy. Very useful. Good healing and magic armour restore with hydrosophy, decent damage and utility (and self healing) with necromancy. You can use necromancy to raise a bloated corpse in battle and use it as a fifth party member. They also do pretty high damage when you explode them.
Red Prince was a 2-hander knight. Pure damage.
Sebille was a full rogue, pure rogue damage. As a rogue she'll be your highest damage doer. Use backlash to get behind enemies, hit them with flurry, use clear mind to boost your finnesse... massive damage.
Lohse was a summoner and I gave her the teleporting gloves. She summoned an incarnate and a totem, had the summoner healing spell (forgot what it's called), and used teleport to aid in battle.
With summoner and necromancy you can have 2 extra party members to control in battle, it's very very useful.
I havent completed the game but as much as this is true, you forgot to take note that mage type of enemies usually have a low p-armor while warrior type of enemies got a low m-armor.
Then there is the rogue/archer type of enemies who got pretty equal p-armor and m-armor.
If you focus them first then you should decide witch type of armor you can break down fast and then the other type of damage dealer should just focus on something else.
On the other hand, you can pretty easily get away with stacking your party to be all physical or all magical. What you don't want to do.... Is have a 3/1 split favoring either. You will always have someone useless in a fight, short of them providing a high leadership bonus and buffing.
Basically, Hydro/Aero and Geo/Pyro mages are counter to one another and don't synergize with one another. You're better off with both mages taking the same school, I prefer Hydro/Aero since less enemies tend to resist both elements, so that both mages can focus the enemy and synergize with each other. If you spec one into mostly Aero and the other in mostly Hydro, they can each deal decent damage with their primary school while supporting the other with the lesser spec.
Its a more advanced tactic, but making sure your party synergizes not only their own skills, but to those of the other party members is key to an effective team. Archers make a fantastic mage-friendly physical dealer due to their elemental arows. If you ever try a 3/1, you absolutely need an archer and someone of those 3 with summoning to some degree to get that magic damage in there. An elf summoner/necro damage would do it. Flesh sacrifice for blood to summon incarnates and necro for a heavy physical build, with the ability to get magic in there via summons. Its a complicated build, but I had it working until mid level 13ish before I gave up the save to play a co-op. Never went back though.
I get what you are saying, and agree to an extent. If you are placing both casters in one school then yes Aero/Hydro is better.
Even with the ~10% difference in damage for being burning or being wet, you can still dish out a lot of damage when focusing, and can fully control a battlefield when splitting attention, keeping multiple enemies locked down. I personally prefer this to stacking one damage type, as:
The gear i find is more likely to benefit at least 1 party member.
Immune enemies can still be damaged by at least 1 mage
Geomancer allows the healing of undead allies, where hydro allows more healing for living.
Geomancer has different types of CC from hydro/aero, and can compliment you physical damage dealers in a pinch, with cripples and knockdowns.
I think i should mention i play with the enemy randomization mod, and this leads to a lot more elemental immune enemies. For vanilla play, the benefits between the two are pretty negligible to each other, and its more of a pick your poison deal. You can get away with most build types though, as long as you are actually using benefits that compliment each other (ive seen too many people casting without elemental affinty and far out man, shorter range expensive skills. Also, a few points in huntsman and 1 in scoundrel for a mage can lead to some huge damage numbers from high ground)
The point of focus fire is not to kill, the point of focus fire is to CC the dangerous guy. You want to strip away the armor on turn one, most difficult encounter have one really tough boss that does almost all the damage/CC and need to be CC asap. Most of them (when you fight them at level appropriate point) have a ton of armor that cannot be strip off using just 1-2 characters, hence why splitting doesn't have much advantages.
For example, I'm figthing Alison at the moment, she instant KO one of my guys and CC a second one, leaving me 2 guy to fight her off. I cannot afford her to have a second turn so I need to CC her right away, but if once of my guy is magical and one is physical that's not happening. So she get a second turn and wip my party.
Alison is the one who KILLS YOUR SHINING LIGHTS, correct? She is a bit of an outlier when it comes to general tactics. She will almost always one shot someone (if not 2 people) in your party. She is a general pain altogether, and one tactician mode, deals high piercing damage each turn. To kill her usually requires some creative tactics. Ive found that sending someone in with a good polymorph skill and a couple source points works well. Hit them with the necro skill that prevents death, then send them in alone, keeping your allies out of combat. After she takers her turn, and nukes your first guy, who cant die, send in the rest of your team before the the next rounds of combat starts. It works best if you can sneak attack her with each new addition to the fight. Get her physical armor off, then hit her with forced exchange with your polymorph. Tap her once with anything physical and the fight is over.
That fight is very difficult even with proper gear. She deals massive amounts of damage and is an absolute tank, with a high damage reflect. Killing her is difficult even when you are overleveled.