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Well, there are options. In general, I think a Demonologist is the most effective, but it's often quite problematic to train them in death spells because the castle lacks the corresponding guild.
I think the most useful thing to do is to make a Druid into a Nature Warrior (Nature + Combat), but not because of the wolf effect, but simply because a mage without combat skills will have to defend himself with weapons instead of doing his primary job in a serious battle, otherwise he'll be defeated with the first hit. So, it's a necessity.
Another quite good combination is with Tactics, resulting in a Guardian (+10% defense for the entire army). But I usually make such a hero from a Tactician, so it's more like Tactics + Nature, rather than Nature + Tactics.
(I think these are not the same thing - I put the most developed skill first, and for a Guardian, Nature is probably secondary, so it's done only for the class bonus, and also so that the Tactician has something to do during the battle, rather than hiding in the corners - namely, casting the spells he has.)
Good heroes also come from Nature + Life (Evoker + 20% to summons) and + Order (Illusionist + 20% to summons and illusions), but again, the latter is more problematic due to the lack of Order spells in the castle.
In general, I think it's better to level up two different heroes with the necessary skills than one with two different skills. This is especially true for mages. Let's say I have an Archmage with 3 (or 4) magic skills. He won't get more turns per round in battle just because he knows a lot of spells that he still won't be able to use. Therefore, I only make an advanced class when I need its bonus, but even in this case, I first max out the main skill. :smile38: