I think there are two important aspects of hybriding: talent synergies, or utility/compensating for weakness.
Im new to Eldevin, but a veteran MMO player who enjoys [casual] theory crafting and build creation. My main in Eldevin is still only level 13 or so, but I've plotted out a hybrid using "A Text-Based Talent Planner For HCS's Eldevin" that I'm working on as he gets points.
Link to build:
http://TalentTheory....u1v1w1x1C1D1F1/
As to the two aspects of hybriding, I'll discuss utility first to get it out of the way, as synergies is the main principle to my build I will be talking about: the two inter-relate, however. For utility, you either want to pick bonuses for the party (global %dmg debuff on enemy/armor reduction; buffs/auras; some off healing (will be under powered and perhaps negligable if melee/heal hybriding - mage/heal hybrid may be very viable though), or increase your situational use, for example hybriding assassin/ranger and picking synergistic talents to allow for melee or range fighting depending on the encounter.
For my hybrid idea, I focused on dodging and AoE for solo farming as my character levels: therefore, expected fighting situations focus on AoE where mobs will not survive long enough for the single target DoT abilities, and talents that increase damage delt/taken to enemies to be as usefull. Primary tree and ability usage is in Assassin, with either talents in Warrior that are not weapon or skill dependent, except for Bloodbath talents (also from Templar).
Character duel wields, with light armor, using the dodge talents in Warrior and Assassin for [27%?] passive dodge chance while duel wielding in all medium armor. Takes Swiftstride and Phantom talents for futher 20% dodge cooldown ability.
Emphasis on critical strikes while in medium armor, for total [16%?] passive, ability neutral, critical strike chance from talents alone. Further emphasis on Bloodbath, with bonus [27%?] critical strike chance on Lacerated (main spam/filler ability) targets. Bloodbath also has all the damage boosting talents, and heal on crit from templar tree.
For some group utility while dungeoning (help avoiding respec between solo and group play), i took the taunt talent 1/2 to get to the second tier of the tree (the other two options, heavy armor and threat bonus, are not usefull for a medium armor dps build). Combined with passive and dodge CD, this will allow taunting of stray mobs off of ranged dps and healers to get the mod near the tank, with dodge and self healing from Bloodbath crits ensuring you survive the move.
Other synergies, with some group utility, between Warrior and Assasin are AP and haste bonus talents. Total of 11% melee haste for you, and 5% global haste aura for party. Personal melee AP bonus of [39%?] with aura, stance, and duelwield talents, with the aura providing a 5% global haste to your party as well.
I chose not to go deeper into the Assassin tree because the abilities there all looked to be single target. I did not take Blood in the Water because my only Bloodthirst consuming ability (I think) is Genocide, which has a CD, so not consuming stacks is pointless(?).
Variations of this can go for more AoE dps, more personal single target dps, or more group utility. To increase AoE points can be moved to Watch Your Step to buff Frozen Spire. Personal ST dps gains can be obtained by moving points to Exposed, Vicious Poison, or Slice and Dice. Group utility can be increased by switching points from personal gaining talents to Crushing Blows, Chemistry, and or Shock Trauma to either increase damage done to mobs, or reduce damage they deal to the party/tank. You could also use Watch Your Step for slowing mobs on the tank so he can get/maintain agro before mobs walk to far if a ranged dps or healer pulls agro.
Theres my idea. Still a noob in Eldevin though, and I'd love input from veterans on this. Does the AP, haste, and crit gained from Warrior tree, and AP aura make up for loss in damage not investing more in Assassin? Remembering the build is meant to focus on AoE damage, and have enough utility and survivability to both solo efficiently and fit into a dungeon group.
Thanks folks!