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If you ask me, hybrid classes are best for lone wolf. And you can make some op battlemage because of those extra ability points.
On normal mode they are waste (my opinion) i would reather go full wizard or knight. You have 4 party members and everyone can focus on their main skills/attributes. On lone wolf you need to replace those two missing members and thats where hybrids come.
Like i said before, my opinion. Everyone have their own play style. :)
If I do a Lone Wolf character to pop the achievement it will definitely be a Battlemage. It would be fun to figure out what to do with the remaining points.
As for default game, I just really like the versatility. Every fight is different for my Battlemage, whereas the other characters in my troupe always do pretty much the same things. One fight my Battlemage may perform a more front-line fighter role, but in another fight they might be more of a support or mage role. It just depends, and I love that versatility.
If I took the Battlemage out and replaced it with a Fighter or Knight (which I already have in my party) I'd lose a ton of versatility from lost Skills. If I replaced it with a pure mage, I'd lose that 2nd melee tank.
To me, having a good Battlemage in the party is like having a 4th and 5th member. I have an extra tank and I have an extra mage.
Starting Talents: I opt for Opportunist and Elemental Affinity or Know-It-All when dealing with a Battlemage.
As far as key points... I find the most useful thing is managing your Traits via the dialog choices, so that you gain Immunity to Charm, Cursed and Fear. You can get immunity to Fear with Leadership = 5, but it's just as easy to manage the dialog option and not waste the five points. There are boss mobs at various points that love to Fear and I find that negating it really helps. Same with Charm. Getting a character Charmed kind of sucks, so if you can keep your two Source Hunters from having to deal with it then you're ahead of the game. Thus, Traits are important.