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My (educated and practiced, but not objective) opinion for strongest build in this game is an Aerothurge-centric wizard. The Aero tree already has wonderful amounts of utility baked into it, and there's tons of space for other utility options in the average wizard build as well. Aero provides nearly as much damage as Pyro/Geo, while also passively stunning enemies to deny turns, making it the complete package of battlefield destruction and protection at the same time. An Aerothurge belongs in any 4-man party, is excellent in a 2-man Lone Wolf pair, and is strong enough to convincingly solo the game with, even on honor mode.
Obviously, to compete with the higher damage output of the more explosive spell schools, the Aerothurge needs more crit and crit damage. A Lone Wolf Aero should aim for roughly 40-50% crit chance by act 2, and should be capped out at 100% by the end of the game. Skill point investment into Scoundrel is a great passive damage increase once Aero is capped, to continue to improve critical damage. A wand+shield is fine to keep the wizard safe, though I prefer 2-handers or dual-wielding for crit stats from unique weapons throughout the game.
By focusing on a single main tree for damage, there's tons of room for utility dips. A couple points into Hydro gets Rain (one of the strongest utility investments in the game), Armor of Frost, and ice magic. I tend to actually avoid most ice damage spells, as they tend to be much less efficient than lightning. The main exception is Ice Knife, which has a triple-attack to quickly freeze multiple enemies who are already chilled/wet, or to repeatedly stack up those statuses on a single enemy to freeze them out of nowhere.
Well last time I played him I hit him at level 3. Beat him, but it was entirely summon cheese and kiting. Even at level 4, I can't imagine how to beat him normally since he like instaskills someone.
it's your problem: you can't imagine beating him normally,so you think it's not possible. No fight in the whole game needs cheesing if you use the right spells and the right builds.
a weak response
How ..
go to right pull Monk near steam using teleport kill it on first round doesn't start encounter.
stand in steam and teleport the golem in the right hand cage out and kill first round wont start encounter.
Go to left side near stairs to dogs
Teleport out golem in cage kill first round wont start encounter.
teleport Monk in back left corner ... I use feign death after killing her as she will start the encounter when you attack her ...
After that there is only Kniles and the the one agitated monk and one golem.
Kniles isolates himself when he teleport's to you to start the conversation..
Ooooo Hello my little fairy....
As LW he is easy. I am allready lvl 5 when i do him. Either using battle stomp / battering ram with a melee after his PA is gone or a knockdown arrow. And you can still use chameleon cloak to regain AP for two rounds. You can even kill the two enemies on the right side without aggro him.
Mage: Geomancer does the most damage late game due to pyroclastic eruption but they're utility based until that point. Aerotheurge/Hydro has the most consistent damage via utility and just how their skills are setup (not requiring positioning like Pyromancer). Most enemies early game will have fire immunity/resistance also but Pyromancers do quite well late game although I think the utility brought by Aero beats it in the long run. Bloodmage/Necromancer builds do okay damage. They're quite powerful early game but they start falling off towards Arx as their source skill is O.K. at best compared to the other spell trees and is geared somewhat towards utility; enemies won't have resistance to you but you only have a limited amount of spells inflicting damage.
Archer does excellent damage and can even carry the poorest of builds into late game if they know what they're doing. It's not unheard of to hit 1,000+ damage by Act 2 in a single move. If they don't know good positioning for fights prior or their team wipes, they'll become vulnerable but otherwise can destroy most fights if kept healthy.
Melee: I don't like melee too much because they're often times put in risky situations without much yield. They're great in lonewolf co-op because they get additional AP allowing them to mitigate damage by killing but in 4-P they sort of fall behind the other builds. 2H is the highest damage output though but it's advised to pump some points into intelligence for mage gear to boost magic armor.
Notes on Summoning: Summoning is one of the strongest early game classes but falls off in damage putting it into utility late game. The best part of having a summoner (even late game) is that they aren't particularly attribute/skill dependent giving them excellent utility, particular a buffer, allow them to be near unkillable late game through optimal skill choices. They're often times out of range and can summon spam forever, if they're in range it'll be a minute to kill them unless you can take out their armor but due to their kit they'll likely have bone cage and other tanky abilities. The one true tank imo as they'll likely live longer than a 1H/Shield build even on the front lines since summon provides an additional enemy to take damage.
Archer.
It requires a little micromanaging, but you have complete control on damage type. So for each target you select the damage type they are weakest to. Also damage keeps increasing steadily over 40 skill points.
Skills. Warfare, Huntsman, Ranged, Scoundrel.
Civil: Loremaster x3
Talents. Loan wolf, Far Out Man, Executioner, (Arrow recovery, Elemental ranger)
Disclaimer: I only play solo tactician, and ignore Polymorph as it makes the game too easy.
Ignoring the skills that make mages the best builds in the game does explain why you think archer is the best.