Did you level yourself up with the console? Because a lot of strong builds start out kinda weak. Soul blades don't get their best spell until level 13 (borrowed instinct). When I'm testing builds I usually load a L20 character with lots of gear in the SSS arena, remove his gear, then use console "opencharactercreation" to make a new character, then "addexperience 200000" to get him to L20 (or whatever).
Tactician / soul blade sounds good because phantom foes can flank everyone, but for that to work it has to land vs everyone, and even then, brilliant is kind of useless on the cipher side. So it isn't as good a combination as it might seem initially. Also you have no way solo to avoid the penetration and accuracy penalty of not having an ally. So you always have -1 pen and -10 accuracy. Cipher can make up for that with hammering thoughts and borrowed instinct, but still. A tactician / blood mage can just summon an essential phantom every now and then. Tactician / skaen can summon spiritual ally.
Your stats are not how I would have spread them but there are many ways to build characters depending how you want to use them. I'm assuming since it is a soul blade you want to melee more than cast spells. Your stat spread is okay for that, though you really don't need that much resolve. Just wear the ring of the solitary wanderer to make up for the +hostile effect duration, and keep up psychovampiric shield and you can dump resolve quite a lot. You want max INT almost always though. I'd probably have done 12/9/14/20/18/4 assuming I'm a wild orlan. Before berath. So 14/11/16/22/20/6 I guess. Your stats seem too high, they should sum to 88 with berath. Yours sum to 94.
Yeah I think you don't need that much resolve because psychovampiric shield is +5 and borrowed instinct is +20 all defenses. Your might is too low for soul annihilation to do much damage or build focus fast.
Blood mage / tactician is a lot of fun. Tactician / skaen would also work. All you have to do to proc brilliant is use arkemyr's brilliant departure or shadowing beyond respectively. But with blood mage you also have blood sacrifice which once you have unbending built up you can spam as much as you need. You do need Berath's Challenge on, but don't worry, it doesn't make the game harder at all for solo. Berath's challenge is two things: if you go unconscious for 10 seconds, you're dead. Since you're solo, this would happen anyway. And the second thing is you can't flee battles. That's what allows invisibility to proc brilliant, because for some reason when you "flee" with invisibility the enemies start to ignore you after a few rounds. Normally combat would have ended there, but with berath challenge they're all considered flanked at that point for some reason.
And yes you use either invisibility spell, then wait like 3 or 4 rounds and brilliant will proc, then you just wait and they refill both fighter and wizard / priest resources. Blood mage can also proc brilliant with chill fog, may be useful at lower levels. Also interrupts give back fighter resources, but it isn't "any" interrupt, you have to interrupt a spell or ability, something with an icon. Mule kick interrupts on graze, and if you're using citzal's spirit lance and you mule kick, you mule kick EVERYONE in the lance AOE radius, so you can often do that for free if one of those people is trying to cast something. You can also interrupt with things like the slicken spell.
I'd use similar stats for either a blood mage / tactician or blood mage / skaen as they're both caster / fighter hybrids. Something like 9/12/14/20/19/4 for blood mage (need a bit of CON for blood sacrifice), for skaen maybe 13/8/14/20/19/4. You don't have to dump CON and RES that much though, could do like 9/10/12/20/19/8. Most important thing is high PER and INT and decent DEX so your spells last a long time, your attacks and spells have good accuracy. Resolve doesn't matter much for deflection because blood mage and priest both have so many buffs.
Troubadour / psion is fun if you like summoning things. That's most of what you do. You don't need a lot of the traditional combat stats like mig / con / res because it's your summons fighting and you shouldn't be getting hit much or doing direct damage that much either. The Ancient Instruments of Death are really good, though you don't get them until level 19, but other summons are quite good in various situations, like the wyrms, the ogres, the will o wisps., even the lowly skeletons. You can cast pain link on your summons which returns damage to things attacking them. You can also buff them with pain block, echoing shield, tactical meld, use ectopsychic echo for beam damage, as well as using direct spells like ringleader and mental binding. If you like summoning and crowd control, this is the build. Stats I would go like 9 / 8 / 18 / 20 / 19 / 4 (as an orlan, but you can be whatever, though little point in being human).
Hey I like doing this kind of thing
It depends which of these three builds you pick, though gear for tactician / skaen and tactician / blood mage are similar. Here is a tactician / blood mage gear. I tried to pick gear that is available in the first half of the game, though really this gear is fine the whole way. The sword is important, squid's grasp. You need that or the club kapana taga for the flanking immunity, and devil of caroc breastplate you should enchant with mechanical mind so you can't be confused. You can still become shaken if you summon a weapon and get flanked. The late game pet retina can help with being flanked. What I like to do is start with squid's grasp and a shield (lethandria's devotion is good but whatever you want), cast a bunch of buffs from llengrath's martial mysteries, switch grimoires to arkemyr's grimoire (or arkemyr's illuminating discoveries), cast arcane veil, then all the wizard buffs are up, cast unbending trunk and a wall of draining, position yourself or cast CC spells as necessary so you won't be flanked, then cast citzal's spirit lance. You'll lose flanking immunity but the weapon is insanely good and distributes mule kicks.
You can of course attack with whatever other weapon you prefer, but put squid's grasp in your offhand. Not only for the flanking immunity, but you also get +20% attack speed when threatened by 3 or more enemies. It is really good solo, you can get it at treasure trove in dunnage.
Here's what I picked at each level (not necessarily in this order)
Disciplined Barrage, Knock Down, Slicken, Chill Fog
Fighter Stances, Weapon and Shield, Two Handed, Confident Aim
Disciplined Strikes, Mule Kick, Rapid Recovery, Hold the Line, Bear's Fortitude
Charge, Weapon Specialization
Conqueror Stance, Unbending, Tough, Uncanny Luck, Armored Grace, Pull of Eora, Rapid Casting
Improved Critical, Martial Caster
Unbending Trunk, Weapon Mastery, Wall of Draining
I should note I skipped Vigorous Defense and Refreshing Defense because although these are very good, the +20 defense doesn't stack with Llengrath's Safeguard, which gives +20 all defenses AND +5 armor, so the safeguard is better, though you get it a couple levels later I think, so you might want Vigorous Defense in the meantime and respec later.
Note you don't really need to memorize any spells, but I'd take at least Wall of Draining, Chill Fog, and Slicken for their utility to the class, and I personally love Pull of Eora because it groups enemies nicely and interrupts them (though I don't think it returns points like other interrupts), mostly it is just awesome for setting people up for citzal's spirit lance or AOE spells. Wear Upright Captain's Belt or take Hold the Line so you'll be immune to the push/pull effect from Pull of Eora.
I can go into my picks for Skaen if you want though I'm less familiar with that build, can also do troubadour / psion, I am pretty familiar with that build
Items starting at helm and going counterclockwise: cap of the laughingstock (gives you +10 accuracy vs deflection and if you have a phantom summoned or use mirror image it gives you immune to resolve afflictions so now flanked won't cause shaken or confused)
charm of bones
devil of caroc breastplate (take devil's due and mechanical mind)
ring of the solitary wanderer
boots of the stone
pes (or frau nils or abraham, replace later with blinky or retina)
girdle of mortal protection (can replace later with girdle of eoten con)
entonia signet ring (stays good, may want to replace with ring of prosperity's fortunte when rich)
gauntlets of accuracy (stays good, lot of good bracer choices)
giftbearer cloth (use cape of falling star or cloak of greater protection before you get this, once you get you want history at least 15)
weapons griffin's blade, squid's grasp, kapana taga, lethandria's devotion
other equipment of note: rekvu's fractured casque gives immunity to interrupts if you have an injury. Just run over a caltrops trap to get a wrenched knee (-25% stride), stride doesn't matter since you have deletrious alacrity of motion. Or you can kill yourself with necrotic lance for acute rash (fortitude debuff) or with fire for serious burn (-2 dex). These are the least bad injuries and in some cases absolutely worth it, particularly the wrenched knee, there are caltrops traps at poko kohara ruins. If you need to clear injuries drink luminous adra potion, which also gives you +2 all skills, and it stacks with hylea's bounty.
For solo runs you should try not to rest so you can keep dawnstar's blessing and nature's resolve. Just use hylea's bounty early, or hot razor skewers which you can buy in neketaka would also be good for this build.
Guide for no rest run