I've progressed a fair bit, I'm nearing the end of act1 I think, revealed all the maps, just one area to clear and the magister fort too, and then probably kill everyone. Pretty happy with my team so far.
My tank Red Prince is very tanky(got a purple shield with a bunch of stats, gives like 60/60armor at lvl 7, he has like 200phys 180magic 180hp, kinda shrugs off shit np) and the CC from the 2 knockdowns and Crippling Blow work well, and the shield throw does stupid damage in comparison to my normal attacks(scales off the phys armor on your shield so it does 60ish dmg, while my sword attacks do about 25-30). Wish there was one more shield DPS skill. I haven't dropped any points in 1H yet, I'm debating wether it's worth switching to 2H at some point, I need to check out the damage next time I find a good weapon I guess.
My mages don't do a whole lot of damage similar to the first game. My geo/pyro mage has some decent damage with the oil > fire combos(impale > fireball is very good especially if their phys armor is broken since they'll be crippled in a sea of flames) but the cds are long and the aoe are huge with shitty projectile system so it's hard to position without hurting other people. The water/air mage kinda does jackshit for damage, winterblast is basically the only good aoe spell in that kit, rest is either 3AP garbage or range limited(shocking touch, blinding presence). Still I use her for the buffs and stuff so still useful.
My main char rogue is OP as fuck damage wise. I don't even need to Adrenaline to kill my first turn target. In general I've actually had trouble finding a target for adrenaline, because I generally get to the target in 0/1AP, then do 2 backstab attacks(5AP regen per turn with Haste) and the target is dead, but using Adrenaline wouldn't get me in range+dmg for another. It's a bit weird how it went from "maybe I should reroll it seems rogues are shit now" to "first world problem, everything dies before I need to use Adrenaline". Class is brutal as fuck so far, and I have a fair bit of utility with Chloroform(does like 70 magic dmg at 7 which is pretty strong, and if it breaks it does 1turn sleep, for only 1AP and it's a ranged attack too) and Chicken Claw(melee range and 2AP instead, but does chicken the target for 2turns and you can keep attacking them, while Sleep breaks on damage).
So my group kinda works with the same dynamic it did back when I did EE tactician, the 3 fucks wittle down enemies and keep them controlled while my rogue goes around and kill everything.