Wanted to post an update. I beat the game with this party last week and absolutely loved every minute of it. For me personally, this was the best group make-up for my play style. I've tried Warrior/Knight up front backed by Rogue dual-wielding, missiles, etc... and while the game is fun with pretty much anything (even a solo Farmer), this particular group gave me the utmost enjoyment for a number of reasons:
1) This party can dominate the entire game using pure ranged attacks if you so choose, and they will be highly effective doing so. The front-line Throwing Mino Barb is a proven power-house, while you use Frost Bolt (freeze) and Meteor from the casters in the back. Which leaves the lone front-line Heavy Weapons Mino not doing much... but since you have 2 Alchemists the backup weapon for the Heavy Weapons user is simply, lots of Bombs. Fire/Lightning were my favorite; alternating between the 2 as needed to do the most damage depending on the target. Thus making a 4-party "ranged" killing machine.
2) When ranged play got too monotonous, standard Tank-style was a breeze. Even with the Thrower Barb wearing Light Armor the entire game, using Frost spells/bombs to freeze enemies while having a huge supply of Heal potions (thanks to dual Alchemists), made pure face-tanking a reality.
3) The Farmer was the All Start MVP of this group. I pharmed for exp for the entire group in the Herder's Den very early on (pretty much rushed to it once past Twigroot Forest). My Farmer hit level 20 in the Herder's Den (and the rest of my group about level 14) by the time I left. With the Farmer so strong (and he was Ratling so the extra Attributes coming from Mutation worked wonders) that sometimes I could get away with playing "lazy." Meaning, I could allow my group to get surrounded and the only person that would take the worst of it was the Lizard Alchemist (pure caster's always do). I just had to keep him alive (usually by freezing whichever enemy was on his side) and I could decimate enemies despite being attacked on all 4 sides.
4) I would literally One-Shot those Fire Elementals (you know, the super fast flyers that explode in to your face) with the Farmer's Dispel. The Lizard caster also had Dispel, which helped when dealing with the Air Elementals. I really enjoyed being able to kill every single Fire Elemental before they suicide bombed the group. It not only saves you from limb injury, but also gets those extra Experience Points that you would otherwise lose.
5) Boss battles were a breeze. I defeated the Lindworm on Round 3 using only 1 Rage Potion (it can be done on Round 2 if you use more Rage Potions for both the Throwing Barb and Heavy Weapons Mino). I only used 1 rage Potion on the Heavy Weapons Mino during Round 3, cause I got surrounded by nasties. The Trickster fell in no time at all, and the Island Master was taken down by: the Thrower Barb, backed with the Lizard's Meteor Storm, and the Farmer's Lighting Bolt. The Heavy Weapons Mino didn't attack the Island Master once; he just helped absorb a few attacks.
The key for me here was the versatility. I could switch up my style of play to pretty much anything (even enjoying full caster/utility battles) without suffering any real penalties. More importantly, I could test out play theories (like strong tanking or pure magic battles) and watch them succeed as though I had built a group specific to that style of play (ie, this group could mimic dual front-line Knights, or a party of 4 high DPS ranged attackers). The ability to mimic virtually any playstyle seemed to yield the best possible results without having to literally start a new game just to try a different build.
Well that's my feedback; again, this is not for everyone and there are certainly other rewarding avenues to take.
In closing, here was my final party:
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Mino Barb - Level 15
Primary weapons: Shuriken (Main Hand), Throwing Axes (Off Hand)
Armor: Light Armor - Mirror Set with Knuckles of Steel
Traits: Headhunter, Aggressive
Skills:
5 Throwing
4 Accuracy
2 Critical
2 Armor
3 Dodge
Mino Alchemist - Level 16
Primary weapon: Scythe
Armor: Heavy Armor - Meteor Set
Traits: Martial Training, Aggressive
Skills:
5 Heavy Weapons
5 Critical
4 Armor
3 Accuracy
3 Dodge
Lizard Alchemist - Level 16
Role: Caster
Armor: Archmage Set
Traits: Endure Elements, Fast Metabolism
Skills:
5 Fire Magic
4 Water Magic
3 Air Magic
3 Concentration
1 Earth magic
Ratling Farmer - Level 20
Role: Potion Maker, Support Caster
Armor: Crystal Set
Traits: Mutation, Strong Mind
Skills:
5 Alchemy
5 Air
5 Water
3 Concentration
1 Earth
Final Base Attributes (increased via Mutation and eating Cheese):
15 Str
18 Dex
23 Vitality
21 Willpower
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Great game!
