Well, finally a game where the difficulty settings seem to have correct meaning. Hard isn't "normal", the devs don't pull punches. Still early in chapter one (guess will storm Grey Garrison soon), but can't say its smooth sailing, even with a relatively Munchkin character (respecced back to Instinctual Warrior - Initiative helps and I hated the skill maluses of heavy armor). Need almost maximum buff in every serious encounter.
The Cambion alchemist with his Mimic buddies was brutal. Lately met the Vrock I've carefree summoned before. Fun!
In general Ember's Protective Hex is the real, huge lifesaver. Really makes more offensive focused characters viable.
Decided to just go with 1 level of Rowdy for now - 2 in Instinctual and at least 6 in Vivi - need the defensive ramp from mutagen, protective spells and Feral Wings.
Although final split is a difficult conundrum. On the one hand, I want maximum Vivi for Persistant Mutagen, Legendary Proportions, Transformation.
On the other, that won't get me Greater Vital Strike (unless I cheat with some Trickster trick), Barbarian stance +2 to hit or Debilitating Injury for -4 enemy AC for next round. As a Vital Strike build with mostly just 1 attack per round I can't take proper advantage of Debilitating - but Trickster Mobility 2 could be fun to apply Debilitating passively, by moving trough threatened zones...