Holy Anger was left at the starting level of 1 for my paladin. There were too many other stuff that I wanted to upgrade that included mind runes, from the magic and might branches, and even on the mind branch (Learning 3, Keeper of Light 3, Tolerance 2). I usually upgrade skills on an "as needed" basis, when I encounter battles I have difficulty in.
Well, my usual tactic is to cast phantom on the emerald green dragons (essentially free phantoms if on the first turn you fly it to the middle of the enemy and use its mana drain radius damage attack, getting back 15-30 mana) and use demoness (Anga's Ruby enhanced, so always goes first) to swap it with what I deem is a threat in the enemy, in this case the necromancers. Sadly, the necromancers did waste it's first turn to cast shackles on the shamans, and they did not last to see the second turn.
Shamans were key in the mid to late part of the battle (thus the early shackles was useless). As you know, the dark crystal keeps on casting necro call on dead bodies. I usually keep this from happening by stepping on the dead body using a unit, but there were more dead bodies than I had units. The solution: plant a totem on top of the dead unit, preventing it from necro call.
So for unit selection the demoness/emerald green dragons/shamans/inquisitors were essential; the demons were there just for the fun.