Quick primer: Skills (Powers) that scale with attributes are color coded.
Red =
Attack power (Strength + Equipment + Buffs)
Blue =
Spell power (Willpower + etc...)
Pink/Purple =
Sexiness + Libido (Presence + etc...)
Green =
Toughness
Orange =
Cunning
IRRC [Aria of Waves] and [Grand Finale] are both Charmer powers that scale off
Spellpower.
Source:
link to the Powers page on the wiki
The first question you should ask is what role do you want your champion to have?
DPS? Tank? Support?
Trying to fill too many shoes will just mean you end up being mediocre in all of them.
It sounds like you want to make your champion a damage dealer with an inclination towards either tease attacks and/or spells.
Let's examine some pros and cons...
Scenario 1 - "Lust attacks"
Pros:
There are a lot of horny enemies and boy are they thirsty. Their [FOCUS] stat, basically armor vs lust AND resistances to tease/pheromone/drug/psychic damage are quite low. Some bosses have resistances in the negatives meaning they can end up taking an extra +50/75% extra damage. Also take into account those same enemies may have both high armor and high resistance to physical damage.
The Minotaur Miners in the Undermountain are a good example. They are very bulky against penetrating (physical) damage but being Beastkin (Centaurs/Lupines/Minotaurs) they have a -75% weakness to Blight (aka Dark element) and Pheromone (Lust).
Source:
Link to the Taxonomy page on the wiki
A team composed of Sun Dancer Cait/Honey Maiden Azzyran/Ex-cultist Quintillus and a Charmer champ can AoE Tease entire groups into "
Jizz in my pants" stupor within the first or second round of combat even on Dark Difficulty.
Cons:
And this is a pretty big one so pay attention... there are also plenty of enemies who are also completely
immune to tease/pheromone/drug/psychic damage.
Animals/Elementals/Golems/Ghosts come to mind.
Big tits? Fogettaboutit! Milkshakes aren't bringing them to the yard.
Big cocks? Not hungry for schnnausages.
Asses tight enough to bounce a quarter off of? It just doesn't do anything for them.
Note some of these sexless enemies (Undead/Constructs) are also highly resistant or immune to physical damage. Hope you brought some magic damage or [Leananstones] as backup.
Scenario 2 - "Spell damage"
Pros:
Always use the [Sense] command to figure out the stats of your enemies. Learn their weaknesses... what elements they're weak to... what nicknames will do the most emotional damage.
Demons universally resist
Blight &
Fire damage but have a crippling weakness to
Holy damage, often +50/100% extra damage.
Currently very few enemies resist
Storm and
Holy damage.
Cons:
Certain areas will shutdown some elements.
Frost damage isn't going to do you much good in the Glacial Rift zone.
Fire is a terrible choice for exploring in the Undermountain.
Maybe don't use
Blight damage against Demons... and a certain dastardly Red Rogue.
Scenario 3 - "Hybrid"
Run a Tease focused composition. However keep some weapon oils like [Naptha] or [Blood Iris] to buff yourself or your team in combat to deal (minor) magic damage in melee.
Alternately keep some spells on your spellbar and a change of clothes.
(You can change equipment from the item menu without any penalties beyond the extra inventory space it takes)... but remember to politely ask your opponents to wait. You need a pause in order to slip out of your BDSM getup complete with red ball gag & zippered leather crotch, so you can shimmy into a comfy, voluminous wizard robe. So Poofy!
Or just run away from bad matchups...