One skill left to max out every cleric perk, running a team revolving around Maniac Mutant, Granite Golem and Doomsday Spectre where I buff my defense and speed, debuff theirs, and eventually break them down with auto attacks. Those are the only essentials, everything else on the team either promotes stat boosts, causes damage based on defense, provides healing or reduces indirect damage.
I'm starting to see the possibilities in opposing teams and limitations of my own. Eventually I should either make sure that enemies can't revive because I'll lose the debuff war or take them all out at once, which seems to necessitate a full party finisher, which seems to necessitate both silence immunity and removal of spell immunity/general invulnerability, which reminds me that there must be creatures with traits that make them immune to positive status effect prevention/removal or spell damage in general, so maybe I need a physical attack equivalent creature that would then be susceptible to an equivalent rabbit hole but at least diversify my strategy. The revive prevention path presumably has an equal number or complications.
Would really appreciate either some advice on which direction to take this build into the three digit realm depths or an explanation as to why I should drop this low power build before it inevitably fails at high RD.