Hybrids are recommended for players that have already finished or almost finished one skillset. Branching out too early results in wasted AP and having two half-baked skillsets that are incapable of doing much damage. An exception is raising a set of skills that are easier to use (aka melee or archery) to gather exp or resources to train a more difficult class (magic/alchemy). In the end you’ll have everything ranked so this would be irrelevant.
Melee+Archery
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- Covers attacks from all ranges
- Dex compliments Str as it boosts balance
- Max damage enchants boost both skillsets
- If you miss a shot you can switch into melee, no problem
- Good for PvP if you’re into that
- No downsides in particular as long as you fully finish one skillset before switching to the other
- Titles that give both Str and Dex are rare if not nonexistent, usually titles boost one but subtract the other
Melee+Magic
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- Covers attacks from all ranges
- Tanky as hell with a warrior HP pool and Mana Shield covering you
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- Can switch between high burst damage (magic) and constant DPS (melee)
- If you can’t load magic then just use melee. On the flipside, if you have time to spare you can burst down tanky mobs with magic.
- If you raise warrior first then you can raise magic more easily
- If you try to raise magic first you will have a bad time
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- Switching away from a wand will rob your MP.
- Magic related titles and enchants don’t tend to play nice with melee
Ranged+Magic
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- Covers long range combat, but not as good in short range combat
- Nuke stuff with magic and pick off the stragglers with archery
- Slow magic+fast archery = balance
- Titles that give both Int and Dex are a thing
- (Elf only) Mirage Missile will hit harder
- If a monster gets next to you you’re dead
- You’re not allowed to lag or you die
Melee+Alchemy
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- Covers attacks from all ranges
- Battle alchemy is easier to get into than magic, also fast damage growth
- Can switch freely between weapons without getting your MP drained
- Alchemy won’t require you to grind out another stat so you can focus on Str
- Alchemy means you’ll be carrying a shield around, can switch to absorb hits
- Windmill+Life Drain = ???
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- Alchemy or max damage enchants, pick one (alch is xenophobic like that)
- Having both melee and Summon Golem is rather redundant (at least your main body will be less squishy when you control the golem)
Archery+Alchemy
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- Covers long ranged combat, alchemy can handle shorter ranges as well
- Use shock on yourself and watch as you can spam magnum in peace
- Frozen Blast + Magnum spam = ???
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- Summon Golem will cover melee for you, so you can get around all three passive defenses
- Can wall yourself in with barrier spikes and spam arrows
- Alchemy or max damage enchants, pick one (alch is xenophobic like that)
- If an enemy gets into melee combat with you, RIP
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- This particular hybrid requires a lot more crystal crafting compared to others
Magic+Alchemy
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- LOTS of firepower if you can pull it off
- Your party will love you
- Expensive and extremely time consuming
- Trying to enchant for both at the same time is suffering
- Cry as this monster with Mana Deflector makes you useless
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- If a monster hits you with melee, you pretty much die