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Докладване на проблем с превода
Air/ water in my opinion are vastly better than fire / ground . But I am a bit biased because hydro is my favorite spell tree out of the 4 . Great combo with blood mages as well.
For the setup that you mentioned, I think some builds from Fextralife would work nice for you. In particular 1) Eternal Warrior 2 ) Ranger ( keep elemental arrows on him for something extra ) . 3 ) Tidalist 4) Stormchaser . If you absolutely want a necro character you can " mix" tidalist with stormchaser to the " Enchanter" build and get a blood mage as the 4th character. This will make your party slightly pushed towards physical damage but that is not a bad thing ( physical doesnt have recistances like magic ) and can be helped out through magic arrows from ranger . A very versatile setup.
I’d recommend having two magic damage focused builds though. Geo is probably the most powerful school, and you might want to have it on one mage for the physical armor spells and having a way around air/water resistance. I’d recommend a Hydro/Aero build and Aero/Geo. Just take a little Hydro on both of them to have more Rain cooldowns. You want as many as you can.
With Geos, will the oil pools not overwrite the water pools or is it not as annoying as it sounds?
Also, also the only skills which doesn't work with each others very well is pyro+hydro, you can combo Aero+Pyro+Geo, just fine. And arguably even Hydro+Pyro has no problem at all, if you want try out to use electric clouds.
Medusa is probably the best of them due to the AoE. The activatable has great range, the passive helps for melee range when you get up close. Good on those melee builds that find themselves less useful in the later game.
Frost/Aero/Fire can also work well : your frozen puddle is still up but your enemies have defrosted themselves and are now rampant... well toss a fire spell if they don't die but the ice below them melted, you can still give them a shocking surprise...
With that said I almost always had a Hydrosophist (as a dedicated healer) and that healer was either specced to Aero (for bit more offensive potential) or Geomancer (for ultimate support build). Those two normally don't get along very well with each other though.
With a party of 4 you can make quite many CC heavy parties. Aero can dish out high damage and tons of proper hard CC.
I had a double warfare based tact playthrough (both LW) and I was basically chain CC-ing most of Rivellon.
2 is perfectly fine and so is 1 so long as you not solo.
Afterwards I went ahead and put like two points in Pyro just in case that ever happens again... but I feel like it's pretty rare to be in that situation. Not to mention it really only lasted like two turns and my other 3 characters were stomping the ♥♥♥♥ out of the guy with all the hydro resistance anyway.
Not to mention when the opposite happens and you get into a fight with someone that has no resistance (or is vulnerable) to the magic type you focus on... man the amount of damage you do is so satisfying.
Then variety becomes a must.