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Eventually the armor part got weaker, but by then you want to rush Grand Conjurer (after you get the 2nd meditate so you can get 2 pts per meditate). What this does is relegate your entire party to armor destruction (warriors and rogues) (healing / support for bards) and then your mages just destroy everyone without armor using insane AoE between grand conjure, the basic fire spell, and spamming the initial rapid fire spell to proc grand conjurer even more for cheap. The 2 cost spell magnars mind jab is also really useful, but its way less efficient for damage on unarmored targets.
With a second mage they become more support for the first (levitate to line up better fire spells etc) and with the fighters taunt you get some pretty great movement.
Eventually once you get the + opportunity classes your rogue / fighter can start doing more work (besides cleaning up when he can get free oppurtunity), but its still the mage show for damage as its been from level 1 to my current level 15.
Yep, basically early on your mage is the best tank as they meditate every turn since its a channel of 1 so have 5 armor (with the trinket I mentioned) and a boatload of mental protecting them from everything. That does go down as enemies do more physical damage, but even at level 15 my starting mage is on the frontlines with my fighter and bard.
As things stand I am probably going to end up with a 2 fighter, 1 bard, 2 mage, 1 rogue combo as mages are powerful damage with some decent support options for a 2nd mage, rogues are great at finishing thanks to being able to hit almost anywhere (also trow so its free once per round), while fighters provide a lot of general protection, enemy movement, and armor destruction (I am sort of shocked by how required the 2h armor destruction ability is rogues and warriors can get).