my parties quite efectively, I can develop a party nw to level 311 and beyond (with a little patience).Some part hints:
1. Since only fighter classes (of which I am particularly fond) can use the 3 Ether Weapons found in the final battle of part 1, and a backup Healer is essential as well as a mirrored path caster, a tank, 2 mini tanks, and a cleric is a good way to go. That is, Paladin, Archer, Cleric, and Knight. I rarly ever use any offensive magic and use it (magic) mostly for Healing, Buffs, and Travel.
2. Your party should be fully developed skill and spell-wise and at least level 130 prior to entering Part 2. There are no towns (or people for that matter), temples, stores in part 2 to your party should also be completely equipped and self-sufficient.
3. When, in Part 2, you enter a new area, BE READY for ANYTHING, even to beat a hasty retreat if necessary. BDJ likes to pull surprises from time to time
You will find that setting a beacon in some areas a good move.
4. On occasion, good tactics are a necessity. In many areas monster groups are very large and have special attacks. You should use "devide and conquer" tactics on these groups. By approaching a group slowly and backing off quickly, you can get only a few of them to chase after you rather than the whole group. Also in many cases fighting from a position which is relatively safe is a good choice . . . example: casting water walk and fighting melee type land creatures from the water. This works particularly well in the near end game.
I could ramble on and on, but the short story is; if your party is well developed and of a sufficient level to take battle damage, you can win this game without much problem. I helped playtest TCC and have played and won it many times so I know wherof I speak. Have fun, it is a great mod