This Setup seems to be very deadly to me, if you roll in the open.
The Problem here is your Party does not have much AE power, which would be needed here to take out the mooks. If the cleric gets out Spirit Guardians at a good place that might work for them, but it is very local and takes up the clerics concentration so no bless for them.
It is the number of attacks the Party has to face which makes this hard. If the mooks do Focus fire on one character and get some lucky hits the character might be in Trouble.
In Addition to that you got good chances to take out 1 Party member and even control him (Domination) plus the wizard mob (not easy to target except by ranged attack because of the meatshields) using lightning bold (AE) on the Party to further deplete their hitpoints. I would dare to say if you manage to take out 1 of the Party then it is a TPK. The only successful tactic the Party could go here is take out the wizard first and try to do the adds as fast as possible or reduce their number so their damage is neglectable.
What Magic items has the Party to even out things a bit?
The Problem here is your Party does not have much AE power, which would be needed here to take out the mooks. If the cleric gets out Spirit Guardians at a good place that might work for them, but it is very local and takes up the clerics concentration so no bless for them.
It is the number of attacks the Party has to face which makes this hard. If the mooks do Focus fire on one character and get some lucky hits the character might be in Trouble.
In Addition to that you got good chances to take out 1 Party member and even control him (Domination) plus the wizard mob (not easy to target except by ranged attack because of the meatshields) using lightning bold (AE) on the Party to further deplete their hitpoints. I would dare to say if you manage to take out 1 of the Party then it is a TPK. The only successful tactic the Party could go here is take out the wizard first and try to do the adds as fast as possible or reduce their number so their damage is neglectable.
What Magic items has the Party to even out things a bit?