sorry for the long post I was bored
With the first path you’ll literally only have Magic Missile for dealing dmg, since Thauma, Chrono and Enchant do not have a single dmging ability, and Earthquake/Energy Bolt fall off horribly, so you will find yourself auto attacking a lot when Magic Missile is on CD.
With the second path you won’t have ANY damaging ability (Cryo’s skills doesn’t count), unless you’re looking at it as some sort of CryoChrono variant to be a support, this path only has CC and buffs to aid teammates, other than that a long way of auto attacking things to death is ahead of you and possibly requires help from teammates to lvl up.
In my opinion, Thaumaturge requires Linker in the build to be sucessful, reason is behind Swell Body, which enlarges the enemies and increases they HP, but increases the EXP and loot you get out of it, and this skill can affect multiple targets, however without a reliable way to stack them in one place (Frost Pillar from Cryo might work… but not sure if the AoE from Swell Body is even that big), this skill is rather useless since you can’t use it properly in many enemies.
That’s where Linker comes into place, with Joint Penalty and Hangman Knot, you can link enemies and then group them all together in one place, giving you the opportunity to cast this skill and affect all of them (up to the limit of the skill), this is why I feel Like Thaumaturge requires Linker to be in the build.
Now as for the build, since you want to have Thaumaturge C3 in your build and you want to go Enchanter for R8, that leaves you with 3 free ranks to pick what you want:
If you follow my advice to include Linker in the build, the build would be like this:
Wiz C1 > Pyro C1 > Linker C2 > Thauma C3 > Enchanter
Why Linker C2? so you can get Joint Penalty lvl 10 which affects 8 targets, and Swell Body lvl 10 also affects 8 targets (the skill goes up to lvl 15 affecting 10 targets but you won’t be able to link 10 targets without Linker C3 so it’s better to leave it at 10 and use those points elsewhere).
Build would look like this:
Pyro even at C1 deals really nice dmg even later on, but this is ONLY if you’ve Agny Necklace with you, which boosts Pyros’ DMG by a lot, you can also play around with Enchanter’s skill points, I picked the 3 buff-type skills, if you want to open shop or make some skill scrolls (like Reversi or Fire Enchant) you can change them, up to you.
As for stats, for a Thaumaturge is better to go full INT, the reason is that you’ve Transpose, which allows you to exchange INT and CON between the other, so if you’ve 800 INT and use Transpose, now you’ll have 800 CON making you extremely tanky (however keep in mind that you’ll have to heal all that HP so you might need to have a cleric friend in that situation).
You also have an attribute that comes with Transpose which allows you to balance between both, so with 800 INT after using Transpose you’d have 400 INT and 400 CON, I’m also not sure if nowadays you can recast Transpose to refresh the buff, back in the day you couldn’t so you had to heal up everytime you casted it…
If you’re willing to drop Thauma C3, you can go with this one:
Wizard C1 > Pyro C2 > Linker C2 > Thauma C2 > Sage/Enchanter (Sage being more usual ofc).
This one is quite popular since it can farm quite easily, deal lots of dmg, and get a lot of money of out solo dun runs because of Joint Penalty/Swell Body combo (taking into consideration how long finishing a run takes because of waiting for CD’s inbetween combos), Sage is more usual for this build because you can duplicate Fire Balls with it, you if you still want Enchanter you can go for it, but keep that in mind.
Note: With this many buffs, you’ll find yourself needing to buy Daino scrolls probably so buffs won’t be replaced with other buffs like Chrono’s or Priest’s if there’s one in the party.