Here is my flexible hybrid Knight Enchanter build that I use.
- Knight Enchanter - 9 (Spirit Blade+, Fade Cloak+, Resurgence, Combat Clarity, Fade Shield, Veiled Riposte, Knight Protector)
- Inferno - 6 (Immolate+, Flashpoint, Pyromancer, Clean Burn, Chaotic Focus)
- Winter - 4 (Winter's Grasp+, Mana Surge, Winter Stillness)
- Storm - 6 (Energy Barrage+, Static Cage+, Conductive Current, Static Charge)
- Spirit - 6 (Barrier+, Dispel, Peaceful Aura, Guardian Spirit, Rejuvenating Barrier)
- Inquisitor - 2 (Mark of the Rift*, Focused Teamwork)
- Spirit Blade
- Fade Cloak
- Energy Barrage
- Immolate
- Winter's Grasp
- Static Cage
- Barrier
- Resurgence / Mark of the Rift
It needs a total of 31 skill points to work but that is not a concern since you can get up to 6 skill amulets in the game. + represent upgrades. * represents automatically gained in-game.
With this build, you can stay back and cast spells and only use Spirit Blade and/or Fade Cloak when it is necessary.
You have 3 elemental area of effect spells. Immolate deals high damage for low mana cost, especially if you get Chaotic Focus. Winter's Grasp freezes an enemy solid to lock them down and make them vulnerable to shatter, exceptionally useful for Terror demons and Rage demons. Static Cage with its upgrade is an all round solid damage dealer, crowd controller and can be used in combination with Energy Barrage to great effect.
Speaking of Energy Barrage, that is one of the best spells in the game and since it can reduce elemental resistance, it is invaluable when you want to cast elemental spells.
Barrier is barrier of course. The upgrade means you can spam it and be an effective team player, meaning a secondary mage is not a necessity.
Spirit Blade is used primarily for projectile deflection, to deal with guard, and to deal with enemies that actually get up close to you.
Fade Cloak is used primarily for damage negation and to give enemies that managed to get up close to you a hard time.
As for important passives, you will want those that give spell damage, spell cooldown reduction and mana regeneration to be able to be an effective hybrid. Hence, Winter Stillness, Conductive Current, Clean Burn, Rejuvenating Barrier and Chaotic Focus are your top priorities.
Gameplay style involves you staying back, casting elemental area of effect spells, casting Barrier, using Resurgence if need be, deflecting dangerous projectiles and take care of melee enemies without using a warrior tank.
Obviously this is not a min-max build but this is the most flexible Knight Enchanter you can make. You can melee, you can negate damage, you can protect your team, you can heal them, you have AOE elemental damage, you do good spell damage, you can do good melee damage and you have crowd control.
Just need to watch that mana regeneration in early game stages. Recommended enchantments are those that reduce spell costs, reduce cooldown times, increase spell damage and increase mana regeneration. Give your guard generating enchantments to your followers.
I mean if you want to be the leader of a powerful organization, might as well be a self sufficient, can-do-everything-solo type one. This way you can have any party selection you want. You with 3 rogues or an all mage party, there is no need to fear.