I just got POE of the steam sale this week and have been having a lot of fun so far. I tried my first playthrough up to ACT 2 with my main character as a melee wizard and the story companions. In the end it was a wash as I didn't have the support I needed and our group didin't really mesh. I went ahead and restarted with a fully custom party of 2 paladin tanks, 2 melee wizards and 2 arbalest chanters. It's gone really well so far and I am about to finish ACT 1 but I keep running into two problems. 
  
1. I really wanted to use flails and since I have 75% conversion of grazes to hits I haven't invest in accaracy at all. It's worked well so far and when I run into really huge DR for blunt I just switch to stilettos.  I'm not sure if this will hurt me later on however. Outside of savage attack I am not sure what else I can do to keep my flail damage up. I think i will also have to take a weapon focus for stilletos but I'm not sure if that will be enough with the paladins +6 accuracy aura  to keep my secondary set useful. Is a low accuracy build with a focus on sustained quick hits instead of criticals going to hurt me overall? 
  
2. I don't understand Aggro in this game. After I thought the monsters attention was locked in after an engagement occurs or amount of damage, but now I am unsure. I use my wizards for a large portion of the fight laying down aoe damage or debuffs. Then If I really need it I'll use melee spells to buff with. The problem is no matter how long my paladins have engaged an enemy my wizards seem to draw aggro when they moe in to clean up. Now I could use the deflection spells but my spells uses are already being taken up by aoe and melee buffs. If I have to spend even more on defense then my time in melee is even more limited than it is already. I'm not really sure what I'm doing wrong here. 
  
The scenario so far is: 
  
Diffulty: Hard 
  
Party 
  
2 melee wizards 
  
15 might 
10 con 
18 dex 
10 per 
15 int 
10 res 
  
Weapons :  2 flails, 2 stilettos 
Armor: Robes/ Padded armor ( whichever is better quality) 
Talents: Two weapon style, savage attack 
Dps with access to various damage types, aoe, and debuffs. 
  
2 paladins 
  
10 might 
18 con 
10 dex 
12 per 
10 int 
18 res 
  
  
Weapons: Mace/Shield, Sword/Shield 
Armor: Plate 
Talents: Deep Faith 
Tanks with good aruas and they heal themselves. 
  
2 Chanters 
  
10 Might 
10 Con 
18 Dex 
18 Per 
12 Int 
10 Res 
  
Weapons: Arbalest 
Armor: Padded or Hide armor( whatever is higher quality) 
Talents: Ancient memory ( doesn't seem to do anything especially with them in the back) 
 They contribute goo range damage and a permanent + 10 saves / slash and pierce reduction. They can also shred DR back to back or stun groups. 
  
  
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I was thinking of giving the party interrupting blows at some point. The arbalest focus has been able to knockdown enemies and deliver some serious interruption* with a unique enchant). I think with my wizards fast attacks we could work that into some mini stun tactics.