Tactician is not suitable for first time divinity players, which i'm guessing you are?
Anyway, your party is a bit mess.
- Dual wielding rogue has to jump into poison/fire/oil then inevitably get exploded when those two elements meet.
- The cleric doesn't need to be melee if you are not getting points into warfare, so give them a shield/wand, and thats one less person going into a mess battlefield.
But at that point the rogue is shredding armour for no one, and you might aswell commit to full magic. If you want CC, focus that cleric on melee-warfare or give it some Ice spells.
Na necromancy exists. It only requires 2 points+point in hydro to become ridiculous. And it scales perfectly with either warfare or int,so you can have two in your team with no sacrifice to split damage. Anddddd yea its physical damage on your mage, so they are flexible.
- Nuke enemy's with blood sucker
- Burst heal allies with blood sucker
- Make allies unkillable for 2 turns
- Major armour buff
- Summons
- Stop enemies healing
- Full hp revives
- Shackles of pain shenanigans
- Weaken enemies with disease. (Which also does damage for some reason....)
- Ranged life drain