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For example, mixing up the wizard with Order and going for wand usage is great in a group composition. Our group had a wizard who invested into Weakening Strike for his gloves (permanent -x% to enemy's attack/defense up to 4 stacks), Order abilities to increase ice powers and wand stuffs, and then entered the room and used his ice wand to hold the enemies in place.
That was an amazing contribution for us, and we had a great 2 loop clear with that.
The "Safe Haven" staff is SUPER good, especially if enchanted. You basically get to ignore everything in that bubble. I think our group has like 12 seconds of invulnerability per use by the end—it would have been useful even if it was a solo run.
Order and ice wand with some order buffs can lock down a room instantly, though this is better for a group.
As for tarot...
Always take these:
The Magician (The Ice Caves):
Sphinx puzzles are easy and some of the buffs (regen stamina on hits) are good for anyone. Not sure if it stacks—I usually get different ones when I revisit it on a loop.
The Empress (The Subterranean Jungle):
Free health, money, or luck perk from the shrine. The luck perk is stackable on loops.
Wheel of Fortune (all + The Magma Pools):
Adds the gambling wheel (for random gloves) in the fire dungeon, but the chest loot is across the board.
Justice (all dungeons):
+3% health for each tough enemy defeated. There's usually a few per level. They can be tough, but usually manageable compared to other challenges.
The Tower (all dungeons):
+30% gold for a little risk. None of the packs are as dangerous as some of the other optional modifiers.
If you plan on looping with the Moon tarot, these ones are good but add difficulty:
The Hierophant (all dungeons):
Each smaller perk shrine (blue ones) lets you pick a random perk from the alignment of choice. Each god-specific shrine (chaos for fire, etc) lets you pick a perk as if you were a follower. Can be good on a single loop (or detrimental, depends on your luck), but really shines at 2+ once you rack up perks.
The World (all dungeons):
The last room has stronger enemies that are elemental, but drop good boots a lot of the time.
The Emperor (all dungeons):
Spawns dwarf expedition rooms that have good gloves.
Judgement (all normal bosses):
Bosses are harder, but +6% damage for each one.